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Making My Mod Less Exploitable


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Actually, better idea. If you have an even slightly off topic (Cause I want this to stop going off topic) complaint, suggestion or anything at all that doesn't explicitly have to do with what this is about, make it a PM. PM me your complaints and all such so that this topic can for once actually be about the topic at hand.

 

PLEASE do NOT post without reading this OP, and pages 2-5ish. Every single worry you have should be answered, and every question regarding most anything as well. Please do NOT post blindly!

 

Page One was about something else. The topic and everything changed, so forget page 1.

 

This thread was titled something else and the original topic was slightly different than it is now, however, I requested the topic name be changed so as not to clutter the forums as the original purpose is now not the topic. This should clarify any confusion about the first replies to this thread. The second page is where what the topic now is really starts off.

 

I am making a mod which kind of acts like a mini-game. The game will have many restrictions on the character and what they can do as it is not exactly lore friendly, nor is it much to do with Oblivion itself. It should also not be used in conjuncture with other mods, and will pretty much destroy Vanillas playability so long as this mod is enabled. As an example of the restrictions or the things that change, "Health" will not really be a matter here, despite the fact the entire minigame is combat based with large chance of death. Also, certain things like Conjuration will not matter as well, however, other things such as acrobatics DO make a difference, but they should not be changed.

 

So, as to make my mod less exploitable as changing even one number can create a GIANT unfair advantage that'd ruin the purpose of the entire game, I am asking people to help me come up with ideas to make my mod harder to modify, obscure what needs to be modified, and or deter would-be cheaters from even trying to.

 

Before I wanted it to simply be unmoddable, but that created a situation that could have turned into an issue, so I am not saying "forget about that" and going to the step below that. Here is the list of viable and or most likely going to be followed things that have been suggested so far, PLEASE feel free to add any more ideas! The name of the game is "Create too many steps for someone to bother to try and exploit it."

 

1: OMOD (The most obvious of options to create another step before editing.)

2: Incomprehensible Documentation (Make it near impossible to decipher your way around.)

3: Script Hiding (Rename scripts to be obscure for purpose, and look possibly vanilla.)

4: Item Hiding (Same thing as script but.. You know what, 3 and 4 equal 5.)

5: ID Hiding (Make IDs on prudent things look like vanilla things, using Gecko or whatever to take out the alteration indication.)

6: Deception (Write bogus scripts that look like they run important things that do nothing in reality, bogus quests, IDs, ETC.)

7: Disable Console in-game (It will actually be used to kill the player! :D Immortality costs your mortality.)

8: Modder Notation Deception (Kinda like 6, but more precise. In the ;notations of scripts, and also in the variables that are defined, give obscured meaning for essential ones, and essential meaning for bogus ones. IE: The variable named "EnemyQuestVar" will do nothing, but "PFChangs" or something else as meaningless will be the actual EnemyQuestVar.)

9: Use OBSE to automatically change any possible alterations to base numbers in-game, as an extra precaution to people who found their way around the other road-blocks.

 

Who knows, this may even help other modders out there with a similar idea in the need of less exploitation.

 

Be well, sleep well, fight well, live long.

~Ranokoa

Edited by Ranokoa
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Also -- not many modders would download and install a mod that they could not look at to see what it was doing -- figure an .exe file could contain any number of Virii which is one of the man reasons modders do not design .exe files for installing their mods automatically unless it is already a well knwn and trusted Mod
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I believe that I am known enough in that respect as a member and a modder, also as to my computer abilities, I think it is well known enough that I wouldn't have the foggiest how to even make a virus. Really all that stuff is way beyond me. I've wondered many a time but I've never cared enough.

 

Besides, I already had the suspicious nature of the install already in mind, and it was my plan to actually hide the page, upload the mod, report it myself and ask that it be tested and commented on the safety of it, for the date at which it was. I do know there is one mod or another that is rather popular that does .exe install, however, I do not remember the name nor do I remember if it was accessible in the CS or not.

 

That is true about the OMOD. I suppose if there is nothing else I'd do that, but I'll wait a little longer till someone who knows a definite yes or no comes along to give word. Thanks for your comments!

 

Be well, sleep well, fight well, live long.

~Ranokoa

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There is no way to hide your mod, period. The game requires a Bethesda esp (or esm) plugin to work. No matter how you package it (I, for one, would never, ever consider a mod that is put inside an executable -- it is totally unnecessary) archive, omod or exe, the end product must still be an esp, and as such is viewable in the CS or TES4Edit. You are flogging a dead horse, not to mention deciding for other people how they play their game. Give it up.
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@Ghogiel: It would actually be more important for that quoted sentence to be how the staff knows me. I'm not sure how many modders knows me, or how many well known modders know me, but I know it's not enough in that regard rofl.

 

I think I also remember the name of the mod that does have an exe. Gates to Aesgaard. I looked it up, and they have a manual install too. I'ma PM the uploader about certain details on their installer.

 

@Hickory: I don't quite get the hostility. Really the last two sentences could have been omitted. I thank you for your comment nonetheless. I wouldn't say I'm flogging a dead horse. I'd say I'm trying to learn the details about something that I did not previously know. I thought it a better idea than just doing it, hiding my file, reporting as I said, and have them tell me all my time was wasted on the installer because it's not allowed or something. I wanted to make sure it was or wasn't. Or if it even did what I wanted to use it for, which was hide or give difficulty into editing in CS. Also, I am not deciding how players play their game at all. I am deciding how I want people to play the mod that I spent my good amount of time making, and then decided to be nice enough to maybe upload it for others to freely enjoy the time and effort I put into this mod. If they do not like the mod or how your supposed to play it, then they don't have to download it. But yes, considering the aspect of the particular mini-game mod I intend on making, I do want a slight amount of control on how people play what I am putting my effort into for them to enjoy.

 

I will simply PM a moderator on the .exe possibility of this, but to everyone else, if there is some other form other than simply OMOD that adds an annoying extra step that is not questionable by anyone, please do tell me, I'd very much appreciate it.

 

Be well, sleep well, fight well, live long.

~Ranokoa

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@Hickory: I don't quite get the hostility.

What hostility?

 

Really the last two sentences could have been omitted.

If I had omitted them, I would not have made my point. My point is a valid point. That you don't like it is your problem.

 

I thank you for your comment nonetheless. I wouldn't say I'm flogging a dead horse. I'd say I'm trying to learn the details about something that I did not previously know. I thought it a better idea than just doing it, hiding my file, reporting as I said, and have them tell me all my time was wasted on the installer because it's not allowed or something. I wanted to make sure it was or wasn't. Or if it even did what I wanted to use it for, which was hide or give difficulty into editing in CS.

 

This was my point: you cannot hide your mod from the CS and have it playable at the same time, hence you are flogging a dead horse in trying to.

 

Also, I am not deciding how players play their game at all. I am deciding how I want people to play the mod that I spent my good amount of time making, and then decided to be nice enough to maybe upload it for others to freely enjoy the time and effort I put into this mod. If they do not like the mod or how your supposed to play it, then they don't have to download it. But yes, considering the aspect of the particular mini-game mod I intend on making, I do want a slight amount of control on how people play what I am putting my effort into for them to enjoy.

:facepalm:

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Going back on subject, does anyone know any additional extra steps such as OMOD that are unquestionable that would help deter would-be cheaters from editing something as simple as one number that would ruin the entire purpose of the mod?
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