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Dishonored. Mods?


kronaras

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It's being made by Arkane, not Bethesda. Bethesda Softworks are publishing.

 

Last I heard there were no plans to release a toolset for the game.

 

A toolset is hardly the only way to mod though, so does this mean no one is trying or that you personally haven't seen any yet? Seeing the way the game works and already having major trainers out within 5 hrs of game release makes me think there might be more to come in the form of fan made mods...

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It's being made by Arkane, not Bethesda. Bethesda Softworks are publishing.

 

Last I heard there were no plans to release a toolset for the game.

 

A toolset is hardly the only way to mod though, so does this mean no one is trying or that you personally haven't seen any yet? Seeing the way the game works and already having major trainers out within 5 hrs of game release makes me think there might be more to come in the form of fan made mods...

Trainers are not modding. Trainers are cheating. The two are very different things even though some amount of cheating may be needed in order to get mods figured out and working.

 

As for trainers being produced so soon... Just about any game with internal statistics (health, ammo count, money, character stats, ect) and which manages its data locally (not an online game or pseudo-singleplayer) can be cheated by editing those values in memory or within the save files created for that game. Even as someone with very little programming skill, I can usually use a RAM editor or a Hex editor with those sorts of games to get thing like infinite health, exactly 152937 money, 999 of all stats, 0 for some of those stats that are bad, and lock them in those values. Someone who actually knows what they're doing however can usually decrypt game files or program applications to automate what to cheat based on location in memory. But these are mostly crude methods that can leave most of the data in a locked or undecoded state.

 

In independent modding without some sort of official tool, this is a first step, but most of the time those tools can be very limited in what they can actually do based on what parts of the data have been worked out and identified as being something that reacts predictably to alteration or additional information. But, most games usually don't go very far beyond this stage due to complications with the data format (since much of the game may be just mounds of scripting glued together with some art resources to make for something game like), conflicts with the company who made the game, or talented people just losing interest.

 

With a toolkit... All of this stuff is usually made a lot easier, even for those things that the toolkit isn't designed to do. Games made with a toolkit usually have a much more defined file and data structure as well as an inbuilt capability to alter/add to that data without everything going kaput. You also have things like... Some support from the company who released the game, more user friendly methods of modding, generally better stability, and usually direct access to many of those things which can be a right pain in the ass to decode or isolate into a moddable state.

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"Many games published by Bethesda are open to the modding community on PC. Will Dishonored be open to modding?

We've done it for past games and we love it. Right now, there are no plans for modding tools."

 

So they might do it. But no plans, as of yet.

 

Modding possibility link

 

 

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Having looked around using a hex on the engine file, and the config files, i've realized a few modding-related things: one- the overall setup smells of a editor locked in the exe (ala borderlands; such an editor would probably need a similar unlock too, but nothing is a godsend to modders like the actual editor used to dev the game ;p for those unfamiliar with UE3, this is a fairly standard thing for UE3 games, whether or not they allow modding there tends to be a copy of the editor used to dev it hidden in the shipped game) and two the game has everything needed to add host-centric coop already in it (multi where the chaos and story point and such is based on where host is and the host's chaos, so on). If someone puts out the work to get the editor up and running, I can do the networking (read- getting 2-4 pcs to send info to each other fast enough for stable and fast connectivity with the fewest errors etc) and most of the sync coding necessary; I can also do the work needed for direct-ip connections, any server-based stuff would have to be someone else though. (I actually can guarantee the editor is in the release and it's been hex-locked: i just found all it's upk files and some framework files, those wouldn't be there if the editor wasn't.)
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It badly needs to be modded. The textures are generally awful apart from faces. That is not to knock the developers who have done an amazing job But I dont much like the game. Only a number of mods could help. The UI is abomnible snowman. The game is more like Brink than Skyrim or Oblivion. The interactivity object wise is no where near as good as Deus Ex part 1 so far. This needs redevelopment to be more like RPG insread of a linear hybrid of Tomb Raider, Assassins Creed and a bit of Blink. It tried to take from Call of Cthulhu but is no where near so creepy. I did not find it fun so far and do not yet see what the fuss is really about. When I first played Oblivion it was jawdropping. Skyrim the same. This is better than Creed but I would rather be playing something like Sleeping Dogs or modded Oblivion than this so far. Deeply disappointed. Requires modding so bad.
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If it is using the ue3 couldn't you use the ureal editor or UDK?

http://www.unrealengine.com/udk/

Not that I know of. Some additional content might be able to be made or formatted, but most of the stuff related to a game tends to be encrypted in a format which cannot be opened in such a development kit.

 

Texture patching is generally easier than most modding since all you need to do is figure out what format textures are, how they're being applied, and either injecting textures into the archives, or patching in some sort of overrides folder.

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