Bioware, please make DA:I mod friendly
#1
Posté 15 janvier 2014 - 06:17
Support for user mods has become a big factor in my game purchases: once I'm done with the official story, I like to experiment with either making my own content or enjoying content made by others.
I'm excited about DA:I and hope you will support the modders out there.
Thanks!
#2
Posté 15 janvier 2014 - 06:18
Modifié par ghostzodd, 15 janvier 2014 - 06:20 .
#3
Posté 15 janvier 2014 - 06:20
Modifié par DoomHK, 15 janvier 2014 - 06:21 .
#4
Posté 15 janvier 2014 - 06:21
They might have limited support like Dragon Age 2, but unless BioWare undoes some of the security that Dice has implemented I can't see that happening either.
#5
Posté 15 janvier 2014 - 06:23
#6
Posté 15 janvier 2014 - 06:25
Rotward wrote...
Not that I disagree, but from what I've heard, modding is not even remotely supported by the frostbite 3 engine.
The modders will find a way mwhahhahahahahaha:devil:
#7
Posté 15 janvier 2014 - 06:25
For example, if Bioware could expose and allow us to modify combat and ability values in configuration files like DA2 did, modders could then easily create a Better Combat mod for DA:I.
#8
Posté 15 janvier 2014 - 06:37
Sanunes wrote...
The support isn't going to be there because of how games are made nowadays, there might be some chance with future titles, but since with Frostbite right now they use third party tools to make the game I don't think its going to happen.
They might have limited support like Dragon Age 2, but unless BioWare undoes some of the security that Dice has implemented I can't see that happening either.
bolded
Most game uses 3rd party tools such as maya, 3ds max, XSI. And even other engines, I know that DG has responded to a thread similar to this, and he also mentioned something along that lines of " they cant get licence for the 3rd party tools or for the engine it self or both"
If something like the "3ds party tools" (as in modeling tools for meshes) is a problem, then they dont necesarily *need* to get a liscense for those as there are studend versions for those programs as long as you dont use them for comercial use, witch Dragon age nexus doesnt charge for mods anyways. Another option would be for like free software such as blender, but I would assume that some one would have to create a scripted exporter to put them into the engine itself.
Now if the engine itself *is* the "problem" with the liscencing, then that is somewhat undersandable, since every engine has its "own secret recipie" in the coding, and I can understand why DICE doesnt want to just let that out for everyone to use, and copy the code onto other engines
Modifié par ag99, 15 janvier 2014 - 07:10 .
#9
Posté 15 janvier 2014 - 06:45
I was really impressed with the support they gave the community with DA:O
#10
Posté 15 janvier 2014 - 06:58
#11
Posté 15 janvier 2014 - 07:06
I would LOVE mod support, as it'd give me something to practice what I'm going to college for on, but I'll gladly wait until some people who know a thing or six about Frostbite 3 manage to get their way in there.
#12
Posté 15 janvier 2014 - 07:08
ag99 wrote...
Sanunes wrote...
The support isn't going to be there because of how games are made nowadays, there might be some chance with future titles, but since with Frostbite right now they use third party tools to make the game I don't think its going to happen.
They might have limited support like Dragon Age 2, but unless BioWare undoes some of the security that Dice has implemented I can't see that happening either.
bolded
Every game uses 3rd party tools such as maya, 3ds max, XSI and others, I know that DG has responded to a thread similar to this, and he also mentioned something along that lines of " they cant get licence for the 3rd party tools or for the engine it self or both"
If something like the "3ds party tools" is a problem, then they dont necesarily *need* to get a liscense for those as there are studend versions for those programs as long as you dont use them for comercial use, witch Dragon age nexus doesnt charge for mods anyways. Another option would be for like free software such as blender, but I would assume that some one would have to create a scripted exporter to put them into the engine itself.
Now if the engine itself *is* the "problem" with the liscencing, then that is somewhat undersandable, since every engine has its "own secret recipie" in the coding, and I can understand why DICE doesnt want to just let that out for everyone to use, and copy the code onto other engines
Using educational versions of software, that would depend on what those companies have determined to be a legitimate use of an educational version and if non-profit would also cover making mods for a for profit game. I have used educational licensing when I was in college and it was a pain to get a license for I had to prove that I was enrolled in a program that could use it.
The other flaw I can see is if tools are imbedded into the development package its not easy to just remove it so people can use something else that is free while making sure the development software still works.
#13
Posté 15 janvier 2014 - 07:11
EA/Bioware actually do own the Frostbite engine. It was developed by DICE for Battlefield, and now all of EA's major studios are using it for new titles. In fact, Bioware is actually working on improving the engine and sending upgrades back to be used by the rest of EA's internal studios.DoomHK wrote...
Unlike Origins, Inquisition is being developed on an engine that is not their own. That doesn't rule out modding tools of course, but the chances of getting them are slim. No doubt enterprising modders will work their magic as always, but don't expect anything more than that.
That said, Frostbite is apparently very difficult to mod for, and they're still using some third-party software and tools that couldn't be included in a toolset without working it out with those software owners first. David Gaider said at one point that it may just not be feasible to do a toolkit, even if they could, because making it functional would be so challenging and/or time-consuming.
#14
Posté 15 janvier 2014 - 07:11
PrincessRiku wrote...
I'm pretty sure the knowledgeable modder will be able to figure out the Frostbite 3 engine, but yes, it really has little to do with what Bioware wants to do with it, since Frostbite 3 isn't theirs. 3rd party stuff requires extra permission, and keep in mind that they're also under the thumb of EA who seems to like to rush them into getting games out in a timely manner (look at DA2).
I would LOVE mod support, as it'd give me something to practice what I'm going to college for on, but I'll gladly wait until some people who know a thing or six about Frostbite 3 manage to get their way in there.
Considering what happened when people tried to mod Battlefield 3 and how long it took them to get to that point, even if people go ahead and try to get into the software its going to be an uphill battle. It took a year for them to make a mod to change the colours and when caught they were banned from the game.
Source
#15
Posté 15 janvier 2014 - 07:15
This seems to be a common perception - where/why are people getting the impression that Bioware doesn't own Frostbite?PrincessRiku wrote...
but yes, it really has little to do with what Bioware wants to do with it, since Frostbite 3 isn't theirs.
Frostbite is an EA engine, and Bioware is part of EA...
#16
Posté 15 janvier 2014 - 07:26
#17
Posté 15 janvier 2014 - 07:32
Sanunes wrote...
ag99 wrote...
Sanunes wrote...
The support isn't going to be there because of how games are made nowadays, there might be some chance with future titles, but since with Frostbite right now they use third party tools to make the game I don't think its going to happen.
They might have limited support like Dragon Age 2, but unless BioWare undoes some of the security that Dice has implemented I can't see that happening either.
bolded
Every game uses 3rd party tools such as maya, 3ds max, XSI and others, I know that DG has responded to a thread similar to this, and he also mentioned something along that lines of " they cant get licence for the 3rd party tools or for the engine it self or both"
If something like the "3ds party tools" is a problem, then they dont necesarily *need* to get a liscense for those as there are studend versions for those programs as long as you dont use them for comercial use, witch Dragon age nexus doesnt charge for mods anyways. Another option would be for like free software such as blender, but I would assume that some one would have to create a scripted exporter to put them into the engine itself.
Now if the engine itself *is* the "problem" with the liscencing, then that is somewhat undersandable, since every engine has its "own secret recipie" in the coding, and I can understand why DICE doesnt want to just let that out for everyone to use, and copy the code onto other engines
Using educational versions of software, that would depend on what those companies have determined to be a legitimate use of an educational version and if non-profit would also cover making mods for a for profit game. I have used educational licensing when I was in college and it was a pain to get a license for I had to prove that I was enrolled in a program that could use it.
The other flaw I can see is if tools are imbedded into the development package its not easy to just remove it so people can use something else that is free while making sure the development software still works.
To me this has been kind of a "gray-ish" area since I am also a student in 3d development, I did manage to get a student version of 3ds max with my studend card altho I had no issues in getting it, But, the way I see it (and it may be wrong) is that, technically IF the modeler does put a mesh out and for not profitable use, then it shouldnt be a problem, but then as you have mentioned, Im not sure how much OF a problem would be if the game ITSELF is profitable but it doesnt include the content of what the modeler has added .. if that makes any sense
#18
Posté 15 janvier 2014 - 07:36
But big and gameplay-enhancing stuff like Improved Atmosphere? Sadly nope.
Modifié par Avalla'ch, 15 janvier 2014 - 07:37 .
#19
Guest_Craig Golightly_*
Posté 15 janvier 2014 - 07:53
Guest_Craig Golightly_*
That was when it was still independent (having been bought by EA in 2007).
DA2 used an upgraded version of DAO's engine, which is why people were able to mod it despite there being no official toolset.
I doubt BioWare has given ANY thought to a toolset for Inquisition.
So unless the modding community can "crack the code," I don't think we'll have mods.
Modifié par MasterScribe, 15 janvier 2014 - 07:53 .
#20
Posté 15 janvier 2014 - 08:13
I've been trying to tweak some things with it for the past few weeks and I feel like I'm trying to lead a one legged mule to water in the middle of the bloody Sahara desert.
#21
Posté 15 janvier 2014 - 08:17
#22
Posté 15 janvier 2014 - 09:03
#23
Posté 15 janvier 2014 - 10:52
#24
Posté 16 janvier 2014 - 02:52
ag99 wrote...
Sanunes wrote...
The support isn't going to be there because of how games are made nowadays, there might be some chance with future titles, but since with Frostbite right now they use third party tools to make the game I don't think its going to happen.
They might have limited support like Dragon Age 2, but unless BioWare undoes some of the security that Dice has implemented I can't see that happening either.
bolded
Most game uses 3rd party tools such as maya, 3ds max, XSI. And even other engines, I know that DG has responded to a thread similar to this, and he also mentioned something along that lines of " they cant get licence for the 3rd party tools or for the engine it self or both"
If something like the "3ds party tools" (as in modeling tools for meshes) is a problem, then they dont necesarily *need* to get a liscense for those as there are studend versions for those programs as long as you dont use them for comercial use, witch Dragon age nexus doesnt charge for mods anyways. Another option would be for like free software such as blender, but I would assume that some one would have to create a scripted exporter to put them into the engine itself.
Now if the engine itself *is* the "problem" with the liscencing, then that is somewhat undersandable, since every engine has its "own secret recipie" in the coding, and I can understand why DICE doesnt want to just let that out for everyone to use, and copy the code onto other engines
That's probably not the type of tools that DG is mentioning. It's more of tech such as the creation of destructible assets, the physics-based clothing, the AI, the physics in skeletal animation, character customization, the terrain generator, the flora generator, the graphical/lighting effects and stuff like that. Those may not have been made by Bioware. It may not even been made by DICE. We don't know the relationship between EA, DICE and Bioware with regards to the use of the engine.
#25
Posté 16 janvier 2014 - 03:02





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