Aller au contenu

Photo

Give us access to Inquisition's open world Bioware! (let us mod it)


373 réponses à ce sujet

#326
Realmzmaster

Realmzmaster
  • Members
  • 5 510 messages

A lot of modders use third-party tools to create content even when those tools aren't included in any toolkit. For example, the toolkit doesn't need to contain Maya in order to accommodate content produced in Maya.

 

Middleware is not just a third party tool like Maya. Middleware can be integral to the actual function of the game itself (for example Blink Video, Cider, inParser and not forgetting the code provide by Industrial Light and Magic). If that code is ripped out it cannot be easily duplicated without violating a copyright.



#327
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 106 messages

Middleware is not just a third party tool like Maya. Middleware can be integral to the actual function of the game itself (for example Blink Video, Cider, inParser and not forgetting the code provide by Industrial Light and Magic). If that code is ripped out it cannot be easily duplicated without violating a copyright.

So we might not be able to mod those parts with the toolset. I'm not willing to give up, though, and declare the vroken toolser pointless. We can't know that until we get it.

All I'm saying is that I'd rather Bioware release a broken toolset than no toolset. With no toolset, we are left entirely to our own devices. But with a broken toolset, we might have a headstart

#328
Dark_Ansem

Dark_Ansem
  • Members
  • 638 messages

This time, I will wait. I got the Collector's Edition of Origins on the promise it would be highly moddable.

Instead, we got a toolset that is a nightmare to install and even worse to use, which was never updated to allow DLC editing. Nor it was allowed plugin support as promised.

 

In short: no money from me until I see modding allowed properly.



#329
Fast Jimmy

Fast Jimmy
  • Members
  • 17 939 messages

This time, I will wait. I got the Collector's Edition of Origins on the promise it would be highly moddable.
Instead, we got a toolset that is a nightmare to install and even worse to use, which was never updated to allow DLC editing. Nor it was allowed plugin support as promised.
 
In short: no money from me until I see modding allowed properly.


Then you will not be buying the game - Bioware has already stating there is no mod support for DA:I for the far foreseeable future.

#330
Dark_Ansem

Dark_Ansem
  • Members
  • 638 messages

Their loss, not mine!



#331
TurretSyndrome

TurretSyndrome
  • Members
  • 1 728 messages

I still hope PC modders get around to create ways to mod this game. I really can't imagine just playing the same old vanilla game over and over. At the very least I hope for a save editor and console access.



#332
AlanC9

AlanC9
  • Members
  • 35 600 messages

This time, I will wait. I got the Collector's Edition of Origins on the promise it would be highly moddable.
Instead, we got a toolset that is a nightmare to install and even worse to use,

What was hard to install? Worked fine on my rig.

As for hard to use -- it's a professional-grade toolset, yep. I don't see it as being much harder than NWN2's, though.

#333
Dark_Ansem

Dark_Ansem
  • Members
  • 638 messages

What was hard to install? Worked fine on my rig.

As for hard to use -- it's a professional-grade toolset, yep. I don't see it as being much harder than NWN2's, though.

 

it kept crashing with SQL, and worse, it was never allowed to support additional content, even official one. Awakening, a real game, was never supported.

 

add to that its complete counter-intuiteveness.

 

NWN2's I have never tried as the game never managed to be on par with the original.



#334
AlanC9

AlanC9
  • Members
  • 35 600 messages
Yeah, the SQL thing is a known issue. Sometimes it's a UAC fail. I suppose Bio only tested on XP.

But counter-intuitive? That's the problem with professional tools, I guess. You don't have the right intuitions.

#335
Devtek

Devtek
  • Members
  • 529 messages

I still hope PC modders get around to create ways to mod this game. I really can't imagine just playing the same old vanilla game over and over. At the very least I hope for a save editor and console access.

What would you use the save editor for; an offline Keep basically or to edit things like party values (two kinds of save editor really)?  And my main thing is console access as well



#336
SilkieBantam

SilkieBantam
  • Members
  • 1 090 messages

Skyrim's been out for going on three years. You're still talking about it. And while mods are nice, people don't remember ES games for mods that most players, the Xbox ones, don't even have. 

That's right, most people remember Skyrim for its massive game breaking bugs. 



#337
slimgrin

slimgrin
  • Members
  • 12 453 messages

That's right, most people remember Skyrim for its massive game breaking bugs. 

 

Then buy it for PC. ES games, despite being engineered for consoles, are always best on PC. And Bethesda's willingness to release mod tools has been their saving grace. Can't imagine being stuck with vanilla Skyrim.



#338
Little Princess Peach

Little Princess Peach
  • Members
  • 3 446 messages

This is neither about Skyrim nor about debating whether DA:I requires mods. Read my post please. This is about providing access of the content and in turn access of the world of dragon age to the players, now that it has been realized more than ever. Maybe some of you don't think much of modding but it's something I think DA franchise could greatly benefit from. 

You do realise even though Dragon age is a Bioware game the program/Engine they are running it on dose not fully belong to Bioware so they can not give out resources

this has been said a million times already


  • SomberXIII aime ceci

#339
SomberXIII

SomberXIII
  • Members
  • 1 347 messages

In short: no money from me until I see modding allowed properly.

lololol. This joke is dumb.



#340
robertthebard

robertthebard
  • Members
  • 6 108 messages

I can imagine playing the vanilla game quite a few times actually.  I mean, it's going to be impossible to do all of it in one playthrough, and no matter how many times I play a game, I always find something that I missed, whether it's a dialog choice difference, or who I killed/didn't kill.  Just from the gameplay video I last watched, I can see something that could come out different based on "leave the wounded" or "tend to the wounded".  That's just one thing, in one encounter.  So I don't see mods as being all that important.

 

I played NWNs for 5 years, but if you think I was in the OC/expansions, you're wrong.  But that game was built entirely to show what you could do with the toolset, and I went nuts after I got bored just running around the internet seeing what others were doing.  By the time I moved on, I had started my own module, and had added scripts, story and other content to two other modules, including a piece of music for one.  That was, however, the selling point to the game in the first place.  The tools for Origins were hard for me to wrap my head around, but frankly, that's because I'm far from a professional at that kind of thing, and it was, in all fairness, a professional grade toolset.  I wish I still had the screencaps of the areas I'd built in the NWN2 set.  However, I didn't get Dragon Age for tools, even though I did look at them.  I got it for the story and the game, and I'm not heavily invested in mods for it.  I do have the party camp chest, and 2 other mods, a respec mod, and the trailer edition, I think.  So really, despite still playing the game, it's not because all the mods I got made it replayable.  In fact, the only mod I can think of off hand that would make it even more replayable would be adding voice acting to the Warden's dialog, because after ME and DA ][, it just feels dry to stand there staring at people while they talk at me.



#341
slimgrin

slimgrin
  • Members
  • 12 453 messages

I can imagine playing the vanilla game quite a few times actually.  I mean, it's going to be impossible to do all of it in one playthrough, and no matter how many times I play a game, I always find something that I missed, whether it's a dialog choice difference, or who I killed/didn't kill.  Just from the gameplay video I last watched, I can see something that could come out different based on "leave the wounded" or "tend to the wounded".  That's just one thing, in one encounter.  So I don't see mods as being all that important.

 

I played NWNs for 5 years, but if you think I was in the OC/expansions, you're wrong.  But that game was built entirely to show what you could do with the toolset, and I went nuts after I got bored just running around the internet seeing what others were doing.  By the time I moved on, I had started my own module, and had added scripts, story and other content to two other modules, including a piece of music for one.  That was, however, the selling point to the game in the first place.  The tools for Origins were hard for me to wrap my head around, but frankly, that's because I'm far from a professional at that kind of thing, and it was, in all fairness, a professional grade toolset.  I wish I still had the screencaps of the areas I'd built in the NWN2 set.  However, I didn't get Dragon Age for tools, even though I did look at them.  I got it for the story and the game, and I'm not heavily invested in mods for it.  I do have the party camp chest, and 2 other mods, a respec mod, and the trailer edition, I think.  So really, despite still playing the game, it's not because all the mods I got made it replayable.  In fact, the only mod I can think of off hand that would make it even more replayable would be adding voice acting to the Warden's dialog, because after ME and DA ][, it just feels dry to stand there staring at people while they talk at me.

 

And I wouldn't have played DA:O at all without the mods. Wouldn't have even bought it without the option of adding a better UI, speeding up combat or skipping the fade. I had a better experience for it. There was no wrapping your head around anything, just dragging and dropping. 



#342
Guest_Act of Velour_*

Guest_Act of Velour_*
  • Guests

People seem to forget Skyrim and Oblivion weren't even half as fun or replayable without mods.

 

I think Bioware wants Inquisition to be primarily fun in its core aspect, with modding being a secondary, rather than ES, which does the opposite. Both are good series, but different ideas.



#343
robertthebard

robertthebard
  • Members
  • 6 108 messages

None of those would have added anything for me.  That's why I never bothered with them.  If I'd had a choice on a segment to skip, it would have been the Deep Roads, more than the Fade.  While none of the areas are overlarge, it was a long tedious crawl to complete it, and it didn't have anything to do with combat.

 

Sure wish I could figure out why this forum won't let me quote...


Modifié par robertthebard, 05 juin 2014 - 07:59 .


#344
Melca36

Melca36
  • Members
  • 5 810 messages

DAO has 2098 mods of which 53 (roughly 2,5%) are quest/adventure mods. DA2 has 934 mods of which 0 are quest/adventure mods. 

Fallout: New Vegas has 13,008 mods of which 270 (roughly 2%) are Quest/adventure mods. Skyrim has 31,337 mods of which 459 (roughly 1,5%) are quest/adventure mods. Numberwise Skyrim has more quest/adventure mods. Fallout: New Vegas on the other hand percentage wise has more quest/adventure mods.

 

Even allowing for popularity of DAO one would assume that DA2 would at least have 10 quest/adventure mods. It has 0.

I think you need a working toolset for quest mods or mods like the Wedding cutscenes

 

That's why there are no quest mods in DA2...it cant be done.  



#345
Melca36

Melca36
  • Members
  • 5 810 messages

None of those would have added anything for me.  That's why I never bothered with them.  If I'd had a choice on a segment to skip, it would have been the Deep Roads, more than the Fade.  While none of the areas are overlarge, it was a long tedious crawl to complete it, and it didn't have anything to do with combat.

 

Sure wish I could figure out why this forum won't let me quote...

 

Um..you don't have to all of the Deep Roads at once. You are able to go back to Orzammar or Camp.



#346
robertthebard

robertthebard
  • Members
  • 6 108 messages

I never didn't do that though.  Which may make it longer, in the long run, since you always have to go back, instead of just slogging on.  The mods I added were convenience things, like the party camp chest and respec mod so I could change specs on comps, or myself sometimes, to figure out better builds.  I didn't, and don't need them for replayability, and I'll just save the Deep Roads for last, like I've done since my second or third playthrough all those years ago.



#347
Deflagratio

Deflagratio
  • Members
  • 2 513 messages

People seem to forget Skyrim and Oblivion weren't even half as fun or replayable without mods.

 

 

I disagree.

 

Honestly I think mods are overrated because "Mod" is a blanket term for gamer entitlement. You can pick and choose exactly what you want to add to your game. The fact is, good content mods are very few and far between. Good "Joke" mods are a bit more common, but a novelty that wears thin extremely fast. "Salt" mods, stuff that is built for very specific and narrow interests/tastes are the bulk of mod content. These are things like survival mods, contextually inappropriate content (Witcher Swords and Game of Thrones Armors) and gratuitous nudity. Some of them can be of great quality, but do not integrate into the game very well, which brings down the experience in my opinion.

 

Now, overrated doesn't necessarily mean worthless or poor. I've got nothing but the utmost respect for the content creators out there, the problem I have is with the passive mod community. Words like "Not worth playing without mods" or "The modders save the game" are ridiculous. The actual relationship in the context of a game built for modding (Elder Scrolls for example) is that the game made the modders. The modifications themselves would be nigh worthless without the developer's support, which I think is actually the premise of this entire thread.

 

And then you have **** like Goat SImulator which... Not even on a satirical level is that game interesting or good. Youtube/stream bait on the most transparent level. OMG ITS WAKY U GUYZ LIEK MY VIDEOZ



#348
wolfhowwl

wolfhowwl
  • Members
  • 3 727 messages
"Honestly I think mods are overrated because "Mod" is a blanket term for gamer entitlement."

You can't be serious.
  • SirGladiator et Little Princess Peach aiment ceci

#349
Dark_Ansem

Dark_Ansem
  • Members
  • 638 messages

Yeah, the SQL thing is a known issue. Sometimes it's a UAC fail. I suppose Bio only tested on XP.

But counter-intuitive? That's the problem with professional tools, I guess. You don't have the right intuitions.

 

Nonsense. That toolset is a nightmare and made to create obstacles.

With plugins, it could have been better. But nothing was made in that regard.

 

And honestly, TES CS/CK, despite their obvious limitations, are more intuitive that this one.



#350
AlanC9

AlanC9
  • Members
  • 35 600 messages

Nonsense. That toolset is a nightmare and made to create obstacles.

With plugins, it could have been better. But nothing was made in that regard.

 

And honestly, TES CS/CK, despite their obvious limitations, are more intuitive that this one.

 

Could you give specific examples? I don't see much difference. Though I don't like the TES games enough to pay too much attention to the toolsets, which obviously limits my ability to appreciate them.