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


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#26
TurretSyndrome

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You dont play many RPGs do you?

 

I'm not the typical old school RPG fan who's played 30 different games in the genre, if that's what you're asking, so anything I say would be in the limits of my own experience. 

 

@Fake tears

I fail to see your point. If your argument is against people calling Inquisition open-world or maybe comparing it to Skyrim, then please take it elsewhere. 

 

I made this thread not to praise Skyrim or any of the elder scrolls games(it seems the title of the thread is confusing people that it is about comparing these games), but to point out how popular it has become among the modding community. I'll be editing my thread to mirror that.



#27
Realmzmaster

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Daggerfall is the only TES game I haven't played.  Is it just a bigger, better version of Arena?  I quite liked Arena (I think it was better than either Morrowind or Oblivion).

 

If you like Arena you will like Daggerfall. You can get it for free from Bethesda. The game works well with Dosbox.



#28
Realmzmaster

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Man I must be the only pc player who doesn't use mods..

No you are not. I am a member of the club too.



#29
Realmzmaster

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DAI will not be an open world game. It will be semi-open more on the lines of Baldur's Gate.  There may be a modkit, but it is not high on the priorities.



#30
Mes

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Good for you

 

Good for YOU  :angry:



#31
TurretSyndrome

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If it's anything like Witcher 3, I think it would be accurate to call DA:I Multi-Region Open World, as we have regions to explore with no in-region loading(minimal if there are any). At least that's what CD Projekt RED seem to call Witcher 3's open world system.



#32
Sylvius the Mad

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DAI will not be an open world game. It will be semi-open more on the lines of Baldur's Gate.

And that's enough.  A BG-style open world (which Mass Effect sort of had with the uncharted worlds) is something I've wanted BioWare to return to for some time.


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#33
Cainhurst Crow

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Man I must be the only pc player who doesn't use mods..

 

Join the club. Too much technical mumbo jumbo for me.
 



#34
Sylvius the Mad

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I mod everything.  I've even been known to mod console games.



#35
CybAnt1

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People write mod manager software, but unless you're the kind of person who uses dozens (and thus has to deal with mods not liking or dealing with each other), it's really just a matter of downloading them and putting them in your override folder. (Usually, anyway.) Not too hard. :)

 

They of course often contain their own bugs (or maybe create bugs within the game that didn't exist before - Advanced Tactics Mod had a nasty habit of putting invisible barriers in the way of doors, a bug I never expected, but ran into.) So there is definitely a cost to living on the edge. :)

 

If they create new bugs, or don't act the way you expected, you drag them out of the folder. The good news, BTW, is Dragon Age Nexus usually has discussions for each mod, where users can report ... problems.

 

Of course, what we don't know yet about DAI is whether it will work as simply as this, although this is how easy it was to mod DAO or DA2, both.

 

BTW, most of the mods are always appearance or cosmetic based, but I usually have zero interest in those. It's the gameplay ones I use. Although, of course, the cosmetic ones are usually the least likely to causes bugs or crashes. It's the risk that goes with the reward. ;)



#36
TurretSyndrome

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Me too. I never had any problems using mods for DA:O. Downloading and extracting to the override folder was nothing compared to what I had to for Skyrim. 



#37
Ryzaki

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That and NMM makes it so simple if you really can't be bothered dragging and dropping.



#38
Maria Caliban

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Isn't the Frostbite engine prided as an engine that is practically unmoddable? 

 

Yes. Even if BioWare wanted to release a toolkit, they don't have the time or resources to do so.



#39
Malanek

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I git the impression it was supposed to be secure rather than unmoddable. It won't be in DAI, but maybe one day.

 

This was a quote from PC gamer...

 

PCG: Is there any chance of Battlefield 4 being moddable?

Karl-Magnus Troedsson, DICE GM: We get that question a lot. I always answer the same thing, and then the community calls me bad names. We get the feedback, we understand it. We also would like to see more player-created content, but we would never do something like this if we feel we couldn’t do this 100 percent. That means we need to have the right tools available, we need to have the right security around this regarding what parts of the engine we let loose, so to say. So for BF4 we don’t have any planned mod support, I have to be blunt about saying that. We don’t.

But it is something that we are thinking about for the future, where we are going with the product, et cetera. So user-created content is something that’s very interesting to us, but I’m sorry to say that we will not have mod support in BF4.



#40
CybAnt1

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I git the impression it was supposed to be secure rather than unmoddable. 

 

No game is unmoddable. It's merely a question of the difficulty of reverse engineering the files. And what you put directly within the application engine itself (that can't be touched). 

 

Support can mean multiple things. You can support modders, even without releasing a Toolset. Although I agree they probably won't have one for DAI, it doesn't mean they can't support modders in multiple ways - like providing a modding sub forum, just as an example. Or, providing some "unofficial" documentation on file types. 

 

Sometimes the development team develops its own mods. There was a party chest mod for DAO that actually was written by Bioware itself by one of its own team (before Warden's Keep DLC was released), and then made available as a mod through modding sites.



#41
TurretSyndrome

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Maybe Bioware will be more inclined to provide mod support close to DA:I's release or after, at least that's what I hope for. Also, I have to say that I never really heard of a case of an engine being made with "mod-immunity" in mind. 



#42
Ryzaki

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As long as I get my lol cheat mods for when I'm playing for the fifth time and don't want to go through the nonsense to get to the story parts I prefer I'm content.



#43
CybAnt1

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Maybe Bioware will be more inclined to provide mod support close to DA:I's release or after, at least that's what I hope for. Also, I have to say that I never really heard of a case of an engine being made with "mod-immunity" in mind. 

 

Games made specifically and only for multiplayer ... are the only ones I know of. And that would be all the MMOs, of course.

 

There are mods for WoW ... stuff that actually really allows you to "cheat" and not just modify the UI or macros or things of that nature (those are allowed) ... by increasing your level, gold, HP, or whatever else ... you will be banned if you are found using them. (I'm not sure how they "watch" for players using them ... but they do ... especially in the PvP areas.)



#44
TurretSyndrome

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From my experience with most online games, it's really just a quick check of certain files at startup using the client. But that kind of stuff is still bypassed and cheating is only found out from reports. Never heard of anything being hack proof because the engine was made that way. Only consistent updates and regular cheater bans kept any online game that I ever played running.



#45
CybAnt1

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I honestly think the other method they use is keeping a lot of the things/files people would modify in a "cheatish" fashion on the server-side, rather than the client-side. 

 

Your characters' stats, etc. are all stored on the server, not locally. 

 

If a game is online, one way to keep people from modding files is to put them on a server where they don't have access.

 

Still, all kinds of funny things have happened. Some guy discovered a way to unleash a massive virtual plague in WoW that killed all players within a city. It was totally a hack/exploit. 

 

http://wow.joystiq.c...certain-realms/

 

They banned his ass three ways from Sunday. 



#46
Realmzmaster

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Maybe Bioware will be more inclined to provide mod support close to DA:I's release or after, at least that's what I hope for. Also, I have to say that I never really heard of a case of an engine being made with "mod-immunity" in mind. 

 

Since the Frostbite engine is used to create the Battlefield series which is basically an online multi-player game DICE has taken a dim view on mods. One of the mods that did come out for the Battlefield series got the user banned for using it. Because it gave the user an unfair advantage.

 

DICE could be concerned that if Bioware provided a toolkit it could give inroads to the engine which could be used to make mods easier for other DICE games.



#47
Guest_JujuSamedi_*

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I honestly think the other method they use is keeping a lot of the things/files people would modify in a "cheatish" fashion on the server-side, rather than the client-side. 

 

Your characters' stats, etc. are all stored on the server, not locally. 

 

If a game is online, one way to keep people from modding files is to put them on a server where they don't have access.

 

Still, all kinds of funny things have happened. Some guy discovered a way to unleash a massive virtual plague in WoW that killed all players within a city. It was totally a hack/exploit. 

 

http://wow.joystiq.c...certain-realms/

 

They banned his ass three ways from Sunday. 

 

 

Having the character state at the server? This would bring about the annoyance of the everytime online requirements. However, I should mention that the program will still be loaded in main memory. Which means if someone knows what it looks like in terms of byte representation, it could still be modded. This could be however, counter checked by comparing with the server side. 

 

Another issue is that someone could reverse engineer the data packets between your client and the server to see how data is transmitted between the two machines but they are ways to keep that from happening. Basically what I am saying is that it is probably much easier and convenient to keep it offline.  Not to mention the level of synchronization between your world save state and the server character state. Might as well be calling for a problem right there.


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#48
Divine Justinia V

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I don't think it's gonna happen. Sorry guys. Welcome to the rest of our worlds.


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#49
TurretSyndrome

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We were just talking about online games Baron, not DA:I. I got into that because someone mentioned that the engine itself is being designed in a way that you can't modify the files. 

 

Also, thanks for your "support" Justinia.


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#50
Divine Justinia V

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Also, thanks for your "support" Justinia.

 

I didn't know this was that serious that it needed "support" lol.

 

If that's the case, I'm surprised console gamers don't seek support for it.

I'm not trying to be mean, I'm just saying it's fair and I wouldn't be shocked if there was no modding because EA is not mod-friendly and I don't expect this new engine to provide you with that option.


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