Modders & Mods peaceful rant
#26
Posté 12 janvier 2010 - 04:43
#27
Posté 12 janvier 2010 - 04:48
#28
Posté 12 janvier 2010 - 04:56
Only honest modding experiance I actualy have is as a sort of advisor for some homeworld 1 and 2 mods.
#29
Posté 12 janvier 2010 - 04:57
#30
Posté 12 janvier 2010 - 04:58
Time for people to learn what can and cannot be done with the toolset
As the poster above me said, the mods will morph
They start out simple and work towards the more complex, simple recoloring of arms and armor
to brand new suits. With new bodies comes new suits eventually.
#31
Posté 12 janvier 2010 - 05:00
Abriael_CG wrote...
I find ranting about "nude mods" (extremely simplistic, the good ones are complete new body models, not just "nude mods") extremely silly, expecially in the light of the quality of the content brought to oblivion by body models like the eyecandy one. It created a whole "culture" that ranged to "fashion" to photography and ended up in a radical improvement of the game's variety and graphics. I can only hope that the same will happen to DA:O.
Maybe it's just me but i don't see how they can add something relevant to a rpg game. But again, it's my personal point of view, and i respect yours.
#32
Posté 12 janvier 2010 - 05:05
It's not our job to cater to you.Erakleitos wrote...
99% of "game mods" are about:
1) Playmate looking female characters with complex makeup that would require a 12 hrs session at a beauty parlor
2) Nude/naked models everywhere
3) Mods for contemporary (and very eccentric) hairstyles
4) Mods that makes the game very easy
5) Various overpowered stuff
...and the rest 1% is actually useful stuff like addressing bugs (elven boots for instance).
Looks like people are coding mods just for the sake of getting a +1 from the audience, rather than improving/extending the game... how sad.
#33
Posté 12 janvier 2010 - 05:05
First is always the T & A mods, followed by over-powered-upgrades.
The decent stuff will take a while for development, particularly as people get used to the toolset and model requirements.
Martin
#34
Posté 12 janvier 2010 - 05:07
Bluerall wrote...
Time is whats needed, it hasnt been out for very long.
Time for people to learn what can and cannot be done with the toolset
As the poster above me said, the mods will morph
They start out simple and work towards the more complex, simple recoloring of arms and armor
to brand new suits. With new bodies comes new suits eventually.
Yes having time to learn how to use the toolset indeed is important, but if you've noticed this happens for every game of every genre that allows modding (officially or unofficially).
#35
Posté 12 janvier 2010 - 05:11
If any "meaningful" (your definition) mods came out by now, they would most likely suck.
#36
Posté 12 janvier 2010 - 05:12
Bluerall wrote...
Time is whats needed, it hasnt been out for very long.
Time for people to learn what can and cannot be done with the toolset
As the poster above me said, the mods will morph
They start out simple and work towards the more complex, simple recoloring of arms and armor
to brand new suits. With new bodies comes new suits eventually.
This.
It always take some time for the community to get used to a new Toolset and it takes even longer for larger mods to get released IF they even get released at all. Reason why we're seeing current mods (hairstyles, etc) is mainly because it's relatively "simple" stuff when compared to a full fledged game MODULE and because TES games have kind of conditioned the majority of players that this kind of stuff is what mods are all about. Not to say that's a bad thing (because that's what TES Toolset is best at), but DA:O is more suited for modules approach.
Something to check out:
social.bioware.com/project/1398/
Modifié par Arbiter Libera, 12 janvier 2010 - 05:14 .
#37
Posté 12 janvier 2010 - 05:12
Martin E wrote...
Pretty well the same mod path of every other game released to date.
First is always the T & A mods, followed by over-powered-upgrades.
The decent stuff will take a while for development, particularly as people get used to the toolset and model requirements.
Martin
True, but some people actually made "decent" (useful) stuff from start, like again the example of those elven boots. I think the choice is related to what's more easier to make and what makes you get more "kudos" from the general audience. Again, but people obviously is free to do whatever they want, the way they want.
#38
Posté 12 janvier 2010 - 05:12
Erakleitos wrote...
Oh don't misunderstand me, I was just pointing out that it's "fun" to observe how much people seek approval in all things they do. My topic was more about ethics than a rant because there isn't what i want... I wasn't absolutely complaining that there isn't a mod i like, i'm a programmer so i could even make one if i wanted, but time is limited and i'd rather play the game
So, you come to the forums to bash modders for creating content that alot more people than you think actually did want, because you are too lazy to do it yourself? (I know you said "my time is limited", but come on, who are we kidding; that's code for "I'm lazy". >_>)
Edit: Spelling.
Modifié par Iris562, 12 janvier 2010 - 05:13 .
#39
Posté 12 janvier 2010 - 05:17
Iris562 wrote...
Erakleitos wrote...
Oh don't misunderstand me, I was just pointing out that it's "fun" to observe how much people seek approval in all things they do. My topic was more about ethics than a rant because there isn't what i want... I wasn't absolutely complaining that there isn't a mod i like, i'm a programmer so i could even make one if i wanted, but time is limited and i'd rather play the game
So, you come to the forums to bash modders for creating content that alot more people than you think actually did want, because you are too lazy to do it yourself? (I know you said "my time is limited", but come on, who are we kidding; that's code for "I'm lazy". >_>)
Edit: Spelling.
I'm indeed lazy but my point was another ;p
#40
Posté 12 janvier 2010 - 05:18
Erakleitos wrote...
Maybe it's just me but i don't see how they can add something relevant to a rpg game. But again, it's my personal point of view, and i respect yours.
You must have missed the experience with the modding community of Oblivion. A well made body model is the base over which the creation of a lot of armor/clothing mods can happen.
Just go to TESNexus and make a search for "Eyecandy" or "HGEC" (the two most popular body models that were created for Oblivion), you will see hundreds of different armor/clothes mods created for them, and not only.
The original bioware body models, exactly like the original oblivion ones, are pretty poor and undetailed, they don't really encourage creating more on top of them. That's why good body models are needed in this kind of game.
#41
Posté 12 janvier 2010 - 05:19
Erakleitos wrote...
Abriael_CG wrote...
I find ranting about "nude mods" (extremely simplistic, the good ones are complete new body models, not just "nude mods") extremely silly, expecially in the light of the quality of the content brought to oblivion by body models like the eyecandy one. It created a whole "culture" that ranged to "fashion" to photography and ended up in a radical improvement of the game's variety and graphics. I can only hope that the same will happen to DA:O.
Maybe it's just me but i don't see how they can add something relevant to a rpg game. But again, it's my personal point of view, and i respect yours.
DA:O is the only game I could argue for them from a gameplay perspective...it was Bioware themselves who put in the sexual custscenes. The default undies and/or bras are just rediculous and hideous at the same time. If sexual cutscenes are the way of the future the implied nudity of ME was a far better handling IMO.
Also modelling is a shady area for me so I don't know if this is true of DA:O but nude bodies give armor/clothes modellers a true blank canvas (or more aesthetically pleasing canvas) to work with when designing new stuff. If that's not true for Eclipse then disregard.
#42
Posté 12 janvier 2010 - 05:19
That being said, I don't understand why BioWare made armor and clothing meshes the way it did. There are no new meshes because of the way it's set up. Each piece of armor has 63 meshes. There are already a few body replacers out there, but it's unlikely that the clothing and armor meshes will be refitted to fit them. It's difficult to create new meshes for the same reason, but it might be more feasible than refitting current meshes. I'm an Oblivion modder, and I refit meshes from one body replacer to another. I was thinking I could do that with DA:O, or at least adjust the meshes to fix the shoulders, but I don't think it's going to happen.
The way the armor and clothing meshes are handled are also the reason why there are so few meshes in the game. I really don't understand why this was done. I mean, I understand that all races use a different body mesh, but why the LOD meshes?
Adam Miller is working on a new campaign, and it should be good. I think we're more likely to see NWN-style modules than new meshes, and that's not a bad thing at all. I just wish BioWare had handled meshes differently.
#43
Posté 12 janvier 2010 - 05:22
Erakleitos wrote...
Oh don't misunderstand me, I was just pointing out that it's "fun" to observe how much people seek approval in all things they do. My topic was more about ethics than a rant because there isn't what i want... I wasn't absolutely complaining that there isn't a mod i like, i'm a programmer so i could even make one if i wanted, but time is limited and i'd rather play the game
I don't agree with your observation.
While there is modders that wanna make popular mods only to seek approvals, I think most just create their addins for the pleasure of creating them, or because they want specific content it in the game, and then sharethem with for other peoples who may enjoy them. Then after the creators can be happy seeing than many other people like what they have done, but it's not the primary purpose.
There is also modders who just want to create content for the community, and making "useless popular" mod as you may call them is in fact not so useless since they're the kind of plugins than a lot of player will enjoy. It's the contrary of being selfish.
Modifié par elys, 12 janvier 2010 - 05:25 .
#44
Posté 12 janvier 2010 - 05:36
I'm new to modding, but I'm trying to put together a Human Commoner origin. Unfortunately, such a mod will probably take 6 months to a year to develop due to all that goes into an origin. I think right now you are just seeing mods that you are because they are popular, don't take as much time, allow people to play with the toolset, and don't need teams of developers (from dialogue writers to 3D modeling artists) to get everything done. Give the game some more time and you'll start seeing playable add-ins and other mods that extend the gameplay and improve the game.
Best Wishes,
Joseph
PS: If you'd like to help with my mod, then let swing by our project and check out the Human Commoners Unite group.
#45
Posté 12 janvier 2010 - 05:43
Akimb0 wrote...
The big projects are still picking up steam. The stuff we have now is mostly people messing/practicing with the toolset to get a feel of how everything works. However I still see no "backstab for bows mod" so I'll rant.
*rant*
There.
Bows should have an automatic critical on first hit not backstab and only when the user has enough experience using one. They can't see it coming you see, if they miss the target has been warned that there's an archer shooting at them. Dexterity should affect rate of fire too or does it already? (note to self - Check that out)
#46
Posté 12 janvier 2010 - 05:57
Erakleitos wrote...
Oh don't misunderstand me, I was just pointing out that it's "fun" to observe how much people seek approval in all things they do. My topic was more about ethics than a rant because there isn't what i want... I wasn't absolutely complaining that there isn't a mod i like, i'm a programmer so i could even make one if i wanted, but time is limited and i'd rather play the game
Wait so you're a programmer but you're sharing your opinion about the lack of error correcting & helpful mods? lol. If you really wanted to change it then you could! Just saying you shouldn't point the finger at other modders, it is just as much your fault. it is your choice not to create a mod but instead play the game.
Still I agree we could just better mods examples of what we need! mage robes(not ugly ones lol), light armor!! new version not just color, also some custom gear. I've looked & there are only about 2 sets of armor out of 30? or more from mods that are not completely OP & just game breaking. It's sad people bringing in Diablo 2 items
#47
Posté 12 janvier 2010 - 05:59
PendleSoft wrote...
Akimb0 wrote...
The big projects are still picking up steam. The stuff we have now is mostly people messing/practicing with the toolset to get a feel of how everything works. However I still see no "backstab for bows mod" so I'll rant.
*rant*
There.
Bows should have an automatic critical on first hit not backstab and only when the user has enough experience using one. They can't see it coming you see, if they miss the target has been warned that there's an archer shooting at them. Dexterity should affect rate of fire too or does it already? (note to self - Check that out)
I agree b/c even if the enemy is aware of an archers presence he wouldn't know if he was a target until missed or hit for the first time. I alos believe there should be a poison mod that allows you to add it to arrows & bolts that is based on shots fired/swings for melee instead of the current lame timer
#48
Posté 12 janvier 2010 - 06:08
Erakleitos wrote...
Martin E wrote...
Pretty well the same mod path of every other game released to date.
First is always the T & A mods, followed by over-powered-upgrades.
The decent stuff will take a while for development, particularly as people get used to the toolset and model requirements.
Martin
True, but some people actually made "decent" (useful) stuff from start, like again the example of those elven boots. I think the choice is related to what's more easier to make and what makes you get more "kudos" from the general audience. Again, but people obviously is free to do whatever they want, the way they want.
ahhh...when you say useful stuff (since you use the Elven Boots as an example) I'm assuming you mean bugs and/or oversights.
I only fix bugs and such if the bug actually affects me and my playthrough, otherwise I leave that to the developer and official patches.
So, for example, I fixed Leliana's dialogue well before patch 1.02 myself since it was directly affecting various playthroughs while I had absolutely zero interest in fixing the Elven boots cause none of my characters or companions used the Elven set. Another example even though I could fix Bella's gold exploit I have no interest in doing so because I don't personally use it and don't care if anyone else does.
#49
Posté 12 janvier 2010 - 09:36
Abriael_CG wrote...
DLAN_Immortality wrote...
I wouldn't say "Ferrari", maybe just a Volvo, but yeah.
Better a Volvo that the ready-to-scrap ford that's the Oblivion toolset, non?
@Errant_knight: it's not really a matter of skill, as much as dedication and learning curve. It takes more time to learn, but it's not prohibitive for sure. Time will also bring more user-made tutorials, which will make things easier for the novices.
Heh, I look forward to that. My initial attempt was daunting.
#50
Posté 12 janvier 2010 - 10:04
Erakleitos wrote...
99% of "game mods" are about:
1) Playmate looking female characters with complex makeup that would require a 12 hrs session at a beauty parlor
2) Nude/naked models everywhere
3) Mods for contemporary (and very eccentric) hairstyles
4) Mods that makes the game very easy
5) Various overpowered stuff
...and the rest 1% is actually useful stuff like addressing bugs (elven boots for instance).
Looks like people are coding mods just for the sake of getting a +1 from the audience, rather than improving/extending the game... how sad.
You are free to bury yourself in the massive amount of tutorials on modding that are freely available all over the net. Instead of crying about how no ones holding your hand and creating your dream mod try empowering yourself and taking matters into your own hands.
If you know how to read and are capable of comprehending the written word then give it a try, a good place to start is on the toolset wiki.
Erakleitos wrote...
Oh don't misunderstand me, I was just pointing out that it's "fun" to observe how much people seek approval in all things they do. My topic was more about ethics than a rant because there isn't what i want... I wasn't absolutely complaining that there isn't a mod i like, i'm a programmer so i could even make one if i wanted, but time is limited and i'd rather play the game
Most Modders make the mods that they want to make and really do not care about what anyone else has to say regarding them, If you had any idea how many people flame us for the mods we put public you wouldnt be saying that modders are seeking anyones approval with thier work.
I and I believe most other Modders do it because for us modding the game is a hella lot more fun then playing the game. So we mod for our own amusement and we mod what we like, if that happens to please others then so be it, if not then its really not our problem.
Modifié par ModForFun, 12 janvier 2010 - 10:20 .





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