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Will Dragon Age be Moddable?


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#101
Who Knows

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DA2 also didn't have a toolset and also has a thriving modding community on the Nexus website. 

Thriving seems a bit too generous.


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#102
In Exile

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DA2 also didn't have a toolset and also has a thriving modding community on the Nexus website. 

 

But DA2 was still based on the eclipse engine, which made it easier. 


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#103
Neverwinter_Knight77

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DA2 also didn't have a toolset and also has a thriving modding community on the Nexus website.

Well my point is, if I hadn't downloaded so many bugfix mods, I'd have missed out on Sigrun's personal quest, and Mana Cleanse would actually GIVE mana to the enemy instead of taking it away. So, they're pretty important for DA:O. I hope DA:I is less broken than that.

#104
Who Knows

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But DA2 was still based on the eclipse engine, which made it easier. 

Far easier. In modding DA2, I use tools that were originally meant for/based on DA:O (which had a toolset) or other games (some of which had toolsets). Frostbite doesn't seem at all that have any of that advantage.



#105
Shapeshifter777

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We aren't actively trying to sabotage modding or anything, but it also isn't something we're putting in any additional effort to support or anything (for better or worse).

 

Mostly just due to time and where we're choosing to spend it.

 

Sorry.

 

Has there been any update on whether or not we'll at least get console commands like DA:O?

 

 

There is no such thing as an unmoddable game.

 
I could be wrong, but I have a strong hunch that this is coming from someone who has never tried to mod a game no one else had yet modded before.  Try modding Diablo III and then tell me that statement again.

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#106
Allan Schumacher

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We used console commands during development.  I'm not aware of what it will take to enable them post-ship and suspect they'll be unsupported and so forth.


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#107
Little Princess Peach

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We aren't actively trying to sabotage modding or anything, but it also isn't something we're putting in any additional effort to support or anything (for better or worse).

 

Mostly just due to time and where we're choosing to spend it.

 

Sorry.

I rather you guys concentrate on the game anyways.

 

And as for the mods, bioware dose not own the frosteybite engine so they can't just give out resources willy nilly



#108
ghostzodd

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Its not impossible to mod the frostbite engine, It seems EA kinda discourages it though.



#109
Setiweb

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We used console commands during development.  I'm not aware of what it will take to enable them post-ship and suspect they'll be unsupported and so forth.

Were the console commands "supported" in either previous game?



#110
sangy

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I'm not an author of any mod, but from what I've gathered, the creators of the game have to release a creation kit in order for the game to be easily modded, right?  Otherwise, like DA2, there will only be so many mods available. 

 

I don't mind that most games aren't mod friendly, but companies like Bethesda that make their games extremely mod friendly, I'm grateful for.  DA would do well with a creation kit, but it doesn't really need it.  If I'm not mistaken, DA:O did get a creation kit and that's why it has a decent amount of mods.  Also, from what I've read, it's not cheap for a company to have something like a creation kit made.  It's pricey.

 

Usually, not always, most mods are aimed at better graphics, armors, weapons, mounts, homes, etc.  DA really went up on the crafting bit, so we got quite lucky.


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#111
Sylvius the Mad

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We used console commands during development.  I'm not aware of what it will take to enable them post-ship and suspect they'll be unsupported and so forth.

They've always been unsupported, but they've also always been available to the players.


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#112
Kantr

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They've always been unsupported, but they've also always been available to the players.

probably because it takes work to remove them from the game.



#113
Johnsen1972

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A release of a modding toolset would make this game pretty much GOTY at least for me ;-) I modded in DAO, DA2, Skyrim and many older games. Please consider releasing a modding toolset!



#114
Keroko

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C'mon, you folks at Edmonton have to know how epic a fan recreation of DA:O on Frostbite 3 would be.


Hell I'd pay for that.


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#115
Elfyoth

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@Joshen oopsy? lol ty for correcting me...



#116
OriginOfWaves

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In other words, OriginOfWaves doesn't know what s/he's talking about.  Twice. Thanks for the heads-up. 

(And I noticed that there were a grand total of five whole mods for the UE3-based Mirror's Edge on the site OOW linked.  Big modding community, eh?)

wow that was really mean man.

 

so i made a point about battlefield games being moddable and provided a link to the mods and i don't know what i'm talking about?

because i was mistaken about Battlefield 2 and M'sE?

 

fine then. here you go.

 

Battlefield Bad Company 2 (Frostbite 1.5) getting moded https://battlelog.ba...54490210471860/

 

Battlefield 3 mod (Frostbite 2)

 

 

and yes there aren't hundred of mods for Frostbite games out there but this is the whole point i was trying to make: Frostbite is not unmoddable.

 

oh and congrats on winning the daily Douche of the Internet award man. i'm sure it wasn't your first nor will it be your last. le sigh.


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#117
unclee

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probably because it takes work to remove them from the game.

 

^This. It's easier to simply add a line to an .ini file that disables the console than to actual spend development time actively removing it.

 

Which should make it pretty easy to re-enable :D



#118
Kantr

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wow that was really mean man.

 

so i made a point about battlefield games being moddable and provided a link to the mods and i don't know what i'm talking about?

because i was mistaken about Battlefield 2 and M'sE?

 

fine then. here you go.

 

Battlefield Bad Company 2 (Frostbite 1.5) getting moded https://battlelog.ba...54490210471860/

 

Battlefield 3 mod (Frostbite 2)

 

 

and yes there aren't hundred of mods for Frostbite games out there but this is the whole point i was trying to make: Frostbite is not unmoddable.

 

oh and congrats on winning the daily Douche of the Internet award man. i'm sure it wasn't your first nor will it be your last. le sigh.

That is frostbite 2 though, not 3. The process could be the same though.



#119
Shapeshifter777

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We used console commands during development.  I'm not aware of what it will take to enable them post-ship and suspect they'll be unsupported and so forth.

 

It would make a world of difference to many of us if we could have instructions from someone on the dev team on how to enable them plus a way to see what commands do what.  I know it's going above and beyond the call of duty for you guys, but we would really, really appreciate it.  In the absence of mods, console commands are the next best thing for replayability.

 

 

They've always been unsupported, but they've also always been available to the players.

 
I'm not sure this is the case.  In Dragon Age: Origins, I believe the devs supported them by providing us with the original list of commands, talent and appearance codes.

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#120
Phnx

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Hell I'd pay for that.

^This!



#121
unclee

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It would make a world of difference to many of us if we could have instructions from someone on the dev team on how to enable them plus a way to see what commands do what.  I know it's going above and beyond the call of duty for you guys, but we would really, really appreciate it.  In the absence of mods, console commands are the next best thing for replayability.

 

 
 
I'm not sure this is the case.  In Dragon Age: Origins, I believe the devs supported them by providing us with the original list of commands, talent and appearance codes.

 

 

That's because there was a toolset for Origins. DA2 had no toolset, nor support for console commands, yet they were still in the game.

 

Don't expect them to provide anything helpful in regards to the console. That won't stop people from finding a way to quickly enable it though (and share with the rest of the interwebs).


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#122
Shapeshifter777

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That's because there was a toolset for Origins. DA2 had no toolset, nor support for console commands, yet they were still in the game.

 

Don't expect them to provide anything helpful in regards to the console. That won't stop people from finding a way to quickly enable it though (and share with the rest of the interwebs).

 

Enabling it is one thing, but would it be truly feasible for someone outside of Bioware to figure out what all of the commands are as well as all the values for spells, talents, items, etc. in the game?


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#123
Steppenwolf

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That is frostbite 2 though, not 3. The process could be the same though.

 

It's not. The engines don't share the same architecture.



#124
Wulfram

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^This. It's easier to simply add a line to an .ini file that disables the console than to actual spend development time actively removing it.

 

Which should make it pretty easy to re-enable :D

 

Well, they need it properly disabled for MP



#125
Sylvius the Mad

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probably because it takes work to remove them from the game.

Work I would rather they didn't do.