If you don't use mods, why?
#126
Posté 29 décembre 2010 - 10:44
So I tend to use mods that are of a more practical nature.
#127
Posté 30 décembre 2010 - 10:14
#128
Posté 30 décembre 2010 - 12:10
And finally, the obvious answer as I am someone who is not awfully comfortable with modifying files - make it easy to use! I would probably try something if it was just a couple of clicks download.
Also, what I am not sure is possible, a kill switch. I think an obvious and easy to use kill switch (without hours of backups etc) would make a novice mod-user more comfortable with mods? Just my thoughts .
#129
Posté 30 décembre 2010 - 12:29
"And finally, ..." Consensus agrees. As you can see from the very start of this thread, it's one of the most mentioned.
Kill switch? There's actually a MOD for that (lol?). But most MODs give instructions on how to get rid of such MOD (which reminds me to do the same). Some are simple "Delete it from where you put it" but there are some.... ya know?
#130
Posté 30 décembre 2010 - 01:20
Erika T wrote...
Amstradhero, I thought about it since we last spoke. How about videoing the mod in action and sharing it? (do modders already do it?) like a mod-trailer.
He has 3 videos out, the last one being quite well done:
Alley of Murders Trailers
The Shattered War Teaser Trailer
Fort Velen Preview
I personally have my own pretty big website, where I will be hosting my own videos when they are done. So, the videos are out there, it's all about finding ways to market them to people.
We can put things in our sigs, post about them in the forums, but we're missing that one key ingredient, that you bring up in your next point...
Erika T wrote...
Also, I heard that bioware are not against modders/mods. how about getting or trying to get some kind of official status thats endorsed by the developers? is that possible? another thing that would be incredibly useful, is a mod review system (maybe there is already one?)
There is a featured projects list, or something like that, but it hasn't been updated in months (maybe a year!), even though we asked for it. It's next on my list of things to bug Fernando about.
Ideally, this could be split up into categories, so we could have featured standalone modules, featured add ons, etc.
Modifié par Challseus, 30 décembre 2010 - 01:23 .
#131
Posté 30 décembre 2010 - 06:42
Challseus wrote...
Erika T wrote...
Amstradhero, I thought about it since we last spoke. How about videoing the mod in action and sharing it? (do modders already do it?) like a mod-trailer.
He has 3 videos out, the last one being quite well done:
Alley of Murders Trailers
The Shattered War Teaser Trailer
Fort Velen Preview
I personally have my own pretty big website, where I will be hosting my own videos when they are done. So, the videos are out there, it's all about finding ways to market them to people.
We can put things in our sigs, post about them in the forums, but we're missing that one key ingredient, that you bring up in your next point...Erika T wrote...
Also, I heard that bioware are not against modders/mods. how about getting or trying to get some kind of official status thats endorsed by the developers? is that possible? another thing that would be incredibly useful, is a mod review system (maybe there is already one?)
There is a featured projects list, or something like that, but it hasn't been updated in months (maybe a year!), even though we asked for it. It's next on my list of things to bug Fernando about.
Ideally, this could be split up into categories, so we could have featured standalone modules, featured add ons, etc.
I use and love alley of murders! Fort Velen looks great, really nice video!
#132
Posté 31 décembre 2010 - 12:54
Again, this is part of the problem - I've got those links (at least for the first two) in my sig, but they're pretty much ignored by most readers. Even a simple advertising mechanism like that is largely unheeded by forum go-ers.Challseus wrote...
Erika T wrote...
Amstradhero, I thought about it since we last spoke. How about videoing the mod in action and sharing it? (do modders already do it?) like a mod-trailer.
He has 3 videos out, the last one being quite well done:
Alley of Murders Trailers
The Shattered War Teaser Trailer
Fort Velen Preview
Also, please please let me say that this is no way reflects badly on you, Erika T. If anything, it merely says that you are a frequent forum reader - and thus trained to ignore signatures. Yet without starting threads about "here are great Dragon Age mods" every other day, signatures are one of the few means at a modder's disposal to advertise their work.
I keep tabs on the blogs and progress of other mods and modders where I know of them, but I'm certain there are development blogs of which I am simply unaware because there's no means to advertise them.
#133
Posté 31 décembre 2010 - 02:40
Erika T wrote...
Amstradhero, I thought about it since we last spoke. How about videoing the mod in action and sharing it? (do modders already do it?) like a mod-trailer. Also, I heard that bioware are not against modders/mods. how about getting or trying to get some kind of official status thats endorsed by the developers? is that possible? another thing that would be incredibly useful, is a mod review system (maybe there is already one?)
The Association of Modders for Quality Content has been discussing this, though as yet I don't think we've actually done any reviews.
And finally, the obvious answer as I am someone who is not awfully comfortable with modifying files - make it easy to use! I would probably try something if it was just a couple of clicks download.
If it was always possible to upload large mods as a single file (whether the entire mod as one file or multiple file in one archive) it would be exactly that easy to install; there are those modders who do package them that neatly, which leads to your next question.
Also, what I am not sure is possible, a kill switch. I think an obvious and easy to use kill switch (without hours of backups etc) would make a novice mod-user more comfortable with mods? Just my thoughts .
If mods were always packaged as Bioware has done with the various DLCs for DAO, it would be a simple matter of disabling them in the game if you didn't want them operational; unfortunately, some modders have either picked up bad habits as new modders or are insisting on keeping their previous habit of putting files in specific locations which are unknown to people new to using mods. AmstradHero's Alley of Murders, my Tevinter Warden class and Lealion the mage companion mods, DLAN_Immortaility's Ser Gilmore NPC and a few others I know of are packaged in such a way as to be as easy as is possible to install given the need for them to sometimes be in multiple file archives.
#134
Posté 31 décembre 2010 - 03:20
#135
Posté 31 décembre 2010 - 03:26
It was pointed out that a good read of a MODs description is much better than lack of details. I most definitely agree. But I also think that it depends much on the reader. Some users simply scan the description and only keywords register into their minds. This is much affected by the title alone. In writing, titles are important. And to some readers, that alone would fit as the description... This made me recall another situation I had when I was 'scanning' MODs. No matter how much detail the creator writes, when it is badly written, it puts me off. I realize that it's mostly a matter of taste and style-guide... if they ever use one.
"This mod is awsum! Ha ha! Gives you the most powerful axe in DA yet. lol you just have 2 buy it from Bodhan. CHEAP!"
... need I say more?
Before I realized how great the use of the toolset is, whenever I read that word from a description, no matter how much I want the MOD, I simply skip it. Thinking about it now, I might have given that particular MOD a chance if the creator had done better writing. The said description was mostly comprised of, "uhhh... after downloading, unpack, then install, then choose a save game, then open toolset, then... check out this video. (insert name) has a better explanation on how to use this mod". Dare I ask to read further?
Ser Gilmore NPC MOD is a good example. The instructions may seem a little intimidating (having to download 2 files, then rename, then unzip 'only the first file', and such) but it was well written that even the newbie (me) was willing to give it a shot-- and succeeded installing it. But the compatibility section is another story.
So yes, writing style maybe a little thing to notice. But I much prefer paying attention to a well-written form than the looks of the MOD itself. Perhaps other share the same thought.
#136
Posté 31 décembre 2010 - 03:40
Also, along with the other great 'quests' coming from Amstradhero and Questorian (Dark Times), I'm currently assisting in the Valeria Addon by Idomeneas.
Modifié par SaddleTrampNC, 31 décembre 2010 - 03:45 .
#137
Posté 31 décembre 2010 - 04:08
#138
Posté 31 décembre 2010 - 04:33
AmstradHero wrote...
Okay, so if you believe that most of them are garbage, how do modders who put in a lot of effort to make sure that they produce high quality work get you to look at or try out their material? The current methods obviously aren't providing an appropriate means to do so - what would encourage you to give a mod a chance?
Word of mouth would have to do it. If I saw your mod mentioned repeatedly, then I would probably finally look it up. Then, the page that hosts it better be well organised. I clicked through your download link. I think you did a pretty good job explaining what your mod is and how to install it (the guide you linked to is great).
The only thing I think you might want to include in your description is the type of dialogue or interaction included. By that I mean, I find many mods impose upon you the creator's vision about how they think the game should be played. I would like to be able to have the same full range of dialogue options found in DA. If I am forced down the road of role playing one type of character, then I'm not really interested. So, that is something to think about maybe including in your description.
That is my main issue with modules or mods that change core gameplay. Many of the mod creators think they are "improving" the game, when really they are just limiting it in someway. Modules that add quests are fine, but the only way I would try them is if they were pretty close to the same quality as Bioware's own DLC.
#139
Posté 31 décembre 2010 - 05:21
Mods can add so much to a game that I am much more likely to play ones that are moddable. While it is true that mods can change a game significantly, that does not necessarily compromise being true to the lore nor will that change necessarily be negative. A highly modded Oblivion, e.g. full FCOM, BC, UL and the big quest mods is a radically different - and better - experience vs vanilla Oblivion. Some see this as a failure of the publisher, i.e. only extra 'external' content brings out the best in that game. I see it as a real strength that they make a game that can grow and can be adjusted to individual tastes. So my thanks to the modders who make my playing experience so much better. .
#140
Posté 31 décembre 2010 - 07:01
That is an excellent suggestion. Given I was making a main campaign add-in, I automatically tried to adhere to the style presented in the game itself. I have since updated the mod's "features" section to explicitly state that fact. I also moved the "features" section before the description so people get the brief highlight of the content and style of the mod immediately upon viewing the main mod page.Sithren wrote...
The only thing I think you might want to include in your description is the type of dialogue or interaction included. By that I mean, I find many mods impose upon you the creator's vision about how they think the game should be played. I would like to be able to have the same full range of dialogue options found in DA. If I am forced down the road of role playing one type of character, then I'm not really interested. So, that is something to think about maybe including in your description.
Again, excellent points, and I totally agree with you. I am somewhat turned off if a mod's main page and description are poorly written. I have since amended my own description to give more detailed installation instructions in addition to the link I previously provided. However, I've already rewritten that descrption many many times in repeated attempts to make it sound more appealing to players!Phoenix_Jackson wrote...
It was pointed out that a good read of a MODs description is much better than lack of details. I most definitely agree. ... No matter how much detail the creator writes, when it is badly written, it puts me off. I realize that it's mostly a matter of taste and style-guide... if they ever use one.
"This mod is awsum! Ha ha! Gives you the most powerful axe in DA yet. lol you just have 2 buy it from Bodhan. CHEAP!"
... need I say more?
...
Ser Gilmore NPC MOD is a good example. The instructions may seem a little intimidating (having to download 2 files, then rename, then unzip 'only the first file', and such) but it was well written that even the newbie (me) was willing to give it a shot-- and succeeded installing it. But the compatibility section is another story.
So yes, writing style maybe a little thing to notice. But I much prefer paying attention to a well-written form than the looks of the MOD itself. Perhaps other share the same thought.
In a way, I imagine getting players to download any individual mod is like multi-stage cold-calling.
Stage 1: Get the player to find the mod and look at its description - based on its name, or perhaps advertising from other people/websites/word of mouth.
Stage 2: Get the player interested in the content of the mod - based on its description. (Probably the first paragraph, maybe two)
Stage 3: Get the player to download & install the mod - based on not scaring them away with the installation instructions.
This is also missing "Stage 0: Make the player aware of mods and convince them that they are both worth trying and 'safe to download and use'."
This appears to be people's thought processes regarding mods from my interpretation of the collective responses in this thread. That's not necessarily a bad thing for modders - but it certainly seems to demonstrate that we need to work very hard in order to get "the average player" to give any mod a chance. Would the players here consider the above a fair assessment of the situation?
Modifié par AmstradHero, 31 décembre 2010 - 07:02 .
#141
Posté 31 décembre 2010 - 07:51
A very valid point Lady. I didn't realize I could post there until I started looking up information for the Toolset. Then I found that forum. I'ts truly difficult as you say to get enough advertising out here. Maybe, (in a hopefully) kind of way, "Evil" Chris will come across this. And if he does, then maybe (again in a hopefully kind of way) he'll spread some stickies around the forum's to let the folks know it's ok for them to go to the Toolset forum too. Still, as I've seen mentioned in several other areas, there's the issue with organization. The Community Index of Projects is a good place. I've got some other ideas I'm working on between everything else to help you folks get the word out for your work, and maybe some organization to go with it. Anyway, don't want to push my luck with the forum bosses.ladydesire wrote...
SaddleTrampNC: Rumor has it that Bioware would prefer that threads that discuss mods be in the Toolset forums, but how many players realize that they are allowed to post there? It's a case of "old habits die hard"; modders got into the habit of posting threads in the NWN and NWN2 General Discussion forums on the old BioBoards and those of us that came from those game haven't found a way to get more than a handful of players to see our mod announcements and discuusions, so we've fallen back to what worked before (not so much me, but some others have). Maybe "evil" Chris Priestly should make a sticky pointing players in the direction of a more appropriate venue for mod disccusssion, like he did with the one for DAII related discussions.
#142
Posté 31 décembre 2010 - 07:57
A far stretch. But I think commercialism would be helpful. In most cases, MODders have all the skills in the world to create a most desirable product. However, most of said MODders do not have the skills of even the standard advertising agent. In the coming DA2, I wish a lot of MODders would band together and ask BIOWARE to give you-all (MODders) a little kick-start on advertisement. Maybe a short, 6 second ad after their trailers (or something like that). I suspect that this thought would bring up the question of money, again... which is quite a shame since these MOD products are free.
In the meantime, provide us (supporters) with your banners, click-able signatures, wall papers, anything you can throw at us, and we (I hope I'm not speaking for myself alone here) would be glad to use them any way we can (or allowed to).
#143
Posté 31 décembre 2010 - 02:45
AmstradHero wrote...
Again, this is part of the problem - I've got those links (at least for the first two) in my sig, but they're pretty much ignored by most readers. Even a simple advertising mechanism like that is largely unheeded by forum go-ers.Challseus wrote...
Erika T wrote...
Amstradhero, I thought about it since we last spoke. How about videoing the mod in action and sharing it? (do modders already do it?) like a mod-trailer.
He has 3 videos out, the last one being quite well done:
Alley of Murders Trailers
The Shattered War Teaser Trailer
Fort Velen Preview
Also, please please let me say that this is no way reflects badly on you, Erika T. If anything, it merely says that you are a frequent forum reader - and thus trained to ignore signatures. Yet without starting threads about "here are great Dragon Age mods" every other day, signatures are one of the few means at a modder's disposal to advertise their work.
I keep tabs on the blogs and progress of other mods and modders where I know of them, but I'm certain there are development blogs of which I am simply unaware because there's no means to advertise them.
No offense taken
So how about a "sticky" topic which explains about mods? (what they are, how to use etc), and another sticky (or it can be the same) which tells you about actual mods, privdes links etc? Maybe one thats not open for comment to everyone, just for those who make mods, but the rest can read?
I guess what you did with this topic helps, too, doesnt it? two months ago i for example didn't even know what mods were, then I just ignored them, then i read the topic, engaged with the subject, now I watched your trailers and know much more - I might even try a mod one day
#144
Posté 31 décembre 2010 - 02:59
(also, why buy these extra hyper super awesome weapons? it's cheating.)
So maybe a mod-ad along these lines would make me interested (not sure how doable it is...)
*MOD for Dragon age Origins: [short description of mod, ie. Romancing Sten" (i know I keep using this example
*USE: Easy to use, just download XYZ file and follow the 3-steps installation process
includes: (longer description of mod)
*Doesnt include (this is important! if someone doesnt want to cheat, you can reassure them its not a cheating mod, for example:) Doesnt include extra powerful weapons, unlimited anything, or other kind of cheats
*Some kind of reassurance it doesnt break the story or lore...
* Reviews, or "rated 4.9 by bioware social forum members" or "Fantastic mod, fits with the story perfectly" - review by forum member XYZ
what do you think?
#145
Posté 31 décembre 2010 - 03:06
#146
Posté 01 janvier 2011 - 01:17
That's a nice set of guidelines for what to see in a mod. I'll definitely try to adhere to that kind of list. I hadn't realised that a list of what "wasn't" included was important to players. Reviews are unfortunately a little more difficult to do beyond having a discussion forum thread on the project's page. The flaws of the BSN project section have been discussed at length in terms of providing suitable visibility to mods based on their quality and content style, but BioWare have stated that an extensive rework is not possible at this time.Erika T wrote...
So maybe a mod-ad along these lines would make me interested (not sure how doable it is...)
*MOD for Dragon age Origins: [short description of mod, ie. Romancing Sten" (i know I keep using this example))
*USE: Easy to use, just download XYZ file and follow the 3-steps installation process
includes: (longer description of mod)
*Doesnt include (this is important! if someone doesnt want to cheat, you can reassure them its not a cheating mod, for example:) Doesnt include extra powerful weapons, unlimited anything, or other kind of cheats
*Some kind of reassurance it doesnt break the story or lore...
* Reviews, or "rated 4.9 by bioware social forum members" or "Fantastic mod, fits with the story perfectly" - review by forum member XYZ
what do you think?
Unfortunately it appears that BioWare's willingness/capability to support modders is very low at the current point in time. There was talk many months ago by BioWare employees on the Dragon Age Podcast about potentially offering the capability to download mods directly through the downloadable content item in the game's main menu, but this has yet to come to fruition.Phoenix_Jackson wrote...
I wish a lot of MODders would band together and ask BIOWARE to give you-all (MODders) a little kick-start
on advertisement. Maybe a short, 6 second ad after their trailers (or something like that). I suspect that this thought would bring up the question of money, again... which is quite a shame since these MOD products are free.
In the meantime, provide us (supporters) with your banners, click-able signatures, wall papers, anything you can throwat us, and we (I hope I'm not speaking for myself alone here) would be glad to use them any way we can (or allowed to).
I have made a few wallpapers for The Shattered War which are available on my project site, and I would have no problem with anyone using the images or links I use in my own sig. In fact, I would love it it people decided to do that! Many other mod teams have their own signature images to advertise their mods - I imagine that they would also have no problem whatsoever if players decided to use them. (Though you may wish to double-checked with their project lead just to make certain of this)
I would wholeheartedly support your suggestion of getting a trailer or some very public means to advertise DAO mods. Any sort of official "endorsement" of mods by BioWare (though I understand this is unlikely to happen for numerous reasons) would result in a dramatic increase their visibility and potentially their popularity with players.
Any sort of active encouragement for players to try out mods would be fantastic. Obviously the "featured projects" section that is visible on the BSN (appears up on the right on your BSN home - and hasn't been changed in many, many months) is insufficient for this ...
... as we have users that do not know about mods at all. Erika, I would have loved for you to have been made more aware of mods. But obviously modders, the BSN and Dragon Age publicity in general are simply not doing enough to advertise their presence and explain what they can (and do!) add to the game. This appears to be a failing on our behalf, or that of BioWare's in supporting their mod community. I am curious to know why the mod community is not being more heavily and actively supported by BioWare - though again I doubt we will receive an official response in regards to that question.Erika T wrote...
Although in my (and others') defense may i add that two months ago i didnt even know what the word "mod" meant. (please dont laugh).
Ideally the target market would be any PC Dragon Age player. Even any players with a copy on another platform who could be convinced to buy a PC copy to try out mods. When I'm making mods, I'm making them for players. I'd love to see as many people as I can playing (and hopefully enjoying) the adventures I've created for them. I don't want to discriminate against any potential players.Erika T wrote...
So the question is - is your target market EVERYONE who comes here
There is the "[Released] Community Index of BSN Projects for Players" sticky in this forum providing a list of mods, though I suppose that doesn't exactly cover all the details you've listed. I will ask Proleric if he can edit that sticky to provide a thread that fits the bill.Erika T wrote...
So how about a "sticky" topic which explains about mods? (what they are, how to use etc), and another sticky (or it can be the same) which tells you about actual mods, privdes links etc? Maybe one thats not open for comment to everyone, just for those who make mods, but the rest can read?
Hopefully it's a start! If it even gets a handful more people to try mods, or gives modders the means to advertise their work more productively, then I feel both Dragon Age modders and players will have gained something! I hope that you will try out mods, as I hope will many other players.Erika T wrote...
I guess what you did with this topic helps, too, doesnt it? two months ago i for example didn't even know what mods were, then I just ignored them, then i read the topic, engaged with the subject, now I watched your trailers and know much more - I might even try a mod one dayI can imagine it educated and helped other people, too, no?
Modifié par AmstradHero, 01 janvier 2011 - 01:25 .
#147
Posté 01 janvier 2011 - 04:47
#148
Posté 01 janvier 2011 - 05:11
There are mods that skew the balance of the game that could be considered cheating, but have you explored the full gamut of mods that are available? The idea that people think mods are made only for cheating (whatever a particular person's definition of cheating might be) is part of the misperception that I am trying to address with this thread.Teddie Sage wrote...
Most mods were made for cheating, so... Cheating is a big no for me.
There are many mods that modify the appearance of the game, e.g. more options for your character, modifying NPCs and adding higher resolution textures. There are also mods to remove certain visual effects (which have no effect on actual gameplay).
Then there are mods that add additional content in the form of cutscenes, restoring cut character dialogue, or entirely new quests and areas. Please, I implore you not to assume that all mods are made for cheating and therefore should not be used.
#149
Posté 01 janvier 2011 - 06:02
Teddie Sage wrote...
Most mods were made for cheating, so... Cheating is a big no for me.
There's a huge difference between a user created over powered weapon and something that adds quests and different areas to the game.
I can understand your point about cheating. I NEVER used modded weapons. I do enjoy mods that enhance and add to the game and those are not cheating.
#150
Posté 01 janvier 2011 - 09:11
Gonna take you up on that. A couple other ideas I have that I would like to contact you about later on when I get them a little more sorted out.AmstradHero wrote...
I have made a few wallpapers for The Shattered War which are
available on my project site, and I would have no problem with anyone
using the images or links I use in my own sig. In fact, I would love it
it people decided to do that! ...
Also: Would I use your location for the logos?? Or would I upload them in my own account??
Modifié par SaddleTrampNC, 01 janvier 2011 - 09:31 .





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