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When will the complicated mods start to come out?


Skyviper086

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I find it funny when people assume that modding is easy.

 

I also find if funny that the original poster used Project Brazil as an example... A mod that hasn't been finished as an example in a conversation about when mods are going to be finished...

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'Complicated' is subjective. I've created weapon mods that have 128+ individually moving parts, all animated inside of NifSkope. I thought that was pretty complicated to make.

 

That is pretty complicated. I'd like to see it. 128 moving parts is awesome (or am I miss reading that) you've created weapon mods that all combined have that many moving parts?

 

I hear NifSkope is a pain to use for animations.

 

 

'Complicated' is subjective. I've created weapon mods that have 128+ individually moving parts, all animated inside of NifSkope. I thought that was pretty complicated to make.

 

It was a poor choice of words on the OP's part, but it seems they meant large-scale. Things like DLC-sized quests (some quests already exist) and major overhauls.

 

 

Exactly what I meant and sorry for poor choice of words. I meant no disrespect.

I find it funny when people assume that modding is easy.

 

I also find if funny that the original poster used Project Brazil as an example... A mod that hasn't been finished as an example in a conversation about when mods are going to be finished...

 

Like Tricky Vein said it depends on who you ask. For some mods like that are easy while to others they are complicated. I apologize for the poor choice of words.

 

Even at it's current stage you have to admit Project Brazil brought a lot to the table. So it's a great example when talking about seeing such mods. I did say those type of mods. FPB is a lot to ask for from people that are working for free. That's a big a team behind that mod. Yes it's not finished in it entirety but what little there is still good.

 

It also won the 2013 mod of the year. It still commands a 9.4 community rating on MD it's been downloaded over 220,000 times on the Nexus alone. So yeah even if it's incomplete it still brings a lot to the table. More than most total conversion mods that just fizz out and are never heard of again.

 

 

I even used XRE as an example. A single person revamping the entire gaming engine. Making vertibirds flyable. Out of curiosity why did you ignore that fact and jump straight to FPB? Did ever cross your mind what kind of mods I was talking about or did you just think "The OP is being a punk he thinks modding is simple! Forget him! Stupid idiot. And FPB is junk!"

 

There are so many great mods I can't name them all. Those were the ones that came to mind to me at the time of asking the question. So, again, I apologize about using the word Complicated. Gopher's mods are great, MCM, NVSE, Someguyseries, Micalov, Project Nevada, Cyberion Dawn, Weapon Mods Extended (so good Bethesda used the idea) MotoScorpio had some good Desert Eagles, Millenias weapons, Real Time Setter, J3X's work, HardCopy's work, Brother Shogo's work, Dragbody's AMAZING work (still incomplete but good! TitanFallout), The Frontier team, Tale of Two Wastelands Team (all those guys and gals are awesome) Jokerine's work is great too, Dimondeyes, Nylonathehep's work is still amazing (even made his own game development company) Total War New Vegas that author gets mad props from me (a single handed total conversion mod) Run the Lucky 38 team, then you have the people that mod Mass Effect games

 

There are so many more examples. So I didn't mean to insult you or the mod development scene.

 

But then again you might the kind of person that just has to find something to be unhappy about. To which I find it funny when people go out their way to get upset.

Edited by Skyviper086
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... When the Creation Kit doesn't crash anymore only because I try to change a value in a number input field! >:( (This makes modding FO4 impossible for me. Does Bethesda even care?!)

Edited by drcolossus
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I can understand that being a pain. GECK still has it's problems (still). I was editing a video last week and the program would crash every time I'd edit a single frame. So yeah. I understand your pain.

 

But come on if Bethesda didn't care they wouldn't have make a CK or a GECK or anything to make mod develop somewhat manageable.

 

Try modding Mass Effect, DCS, Thirdwire games. Thirdwire offers mod development. But there aren't any kits for the last two. And thirdwire games ... if you want to add new stuff you will need 3Ds Studio Max, the game won't accept anything else such as Blender Files or Nifskope or things like that. And almost all of the tools for modding that game were made by the community.

 

Bethesda is one of few companies that openly support mod development and try to do what they can to help out the mod development community. So yeah they may drop the ball on some stuff, have difficult mod development tools, but come on their money maker is the games they sell and the DLCs that come with them. But at the same time mod development does extend the life of a game ...

 

Maybe some people can mod the creation kit so it will work better? If you can mod the game why not the kit?

 

I wish more companies would actually try to support mod development. Whirlwind Over Vietnam is a classic example of how mod development could have saved that game. The company basically released a high end beta, but it failed drastically and even more so when they wouldn't allow for it to be modded. A few tweaks here and there and that game would've been awesome.

 

Here's another example of why I like mod development. Microsoft Combat Flight Simulator 3 ... pretty old game. Pretty old. But then Wings Over Flander's Fields is why that game still sells to this day. WoFF is by all definitions a mod. Because their game required that you have CFS3 installed because they're using that game's engine to power their product.

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The mod ecosystem would be a better place if everyone would focus on small mods. And get them completed. Most large mods start with a quick burst of a great idea with the "leader" having no idea about the amount of work. People should try to make small mods. And go through all the things to get it completed. Then they will realize their massive ideas will never be finished because you can not create a mod that rivals the original game in size or quality.

It takes insane amounts of frustration tolerance to get anything done. And most new modders don't have that. That is where the "ck sucks" is coming from. No the ck does not suck. For a modding program it is one of the best available ones.

A great idea is not worth s#*!. Until it materializes into something playable.

Edited by lelcat
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The mod ecosystem would be a better place if everyone would focus on small mods. And get them completed. Most large mods start with a quick burst of a great idea with the "leader" having no idea about the amount of work. People should try to make small mods. And go through all the things to get it completed. Then they will realize their massive ideas will never be finished because you can not create a mod that rivals the original game in size or quality.

It takes insane amounts of frustration tolerance to get anything done. And most new modders don't have that. That is where the "ck sucks" is coming from. No the ck does not suck. For a modding program it is one of the best available ones.

A great idea is not worth s***. Until it materializes into something playable.

I must disagree with you. The CK sucks golf balls through garden hoses. I need to load several locations in downtown to make my mods. My pc is far from being a potato so I should be good. No! It took two hours of loading, freezing, crashing and just plain waiting around to get to the cell (easily located by a fast travel marker) to drop one patrol marker. Then the CK s*** itself while trying to maneuver around to drop my remaining markers. Using the filtered box tip helped nothing.

 

At this point, I had to give up modding the game I enjoy and go back to modding the game I despise (NV) simply because their kit works while the CK doesn't. I'm already more than halfway through my life. Time is too precious to waste it on crappy tools.

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The mod ecosystem would be a better place if everyone would focus on small mods. And get them completed. Most large mods start with a quick burst of a great idea with the "leader" having no idea about the amount of work. People should try to make small mods. And go through all the things to get it completed. Then they will realize their massive ideas will never be finished because you can not create a mod that rivals the original game in size or quality.

It takes insane amounts of frustration tolerance to get anything done. And most new modders don't have that. That is where the "ck sucks" is coming from. No the ck does not suck. For a modding program it is one of the best available ones.

A great idea is not worth s***. Until it materializes into something playable.

I must disagree with you. The CK sucks golf balls through garden hoses. I need to load several locations in downtown to make my mods. My pc is far from being a potato so I should be good. No! It took two hours of loading, freezing, crashing and just plain waiting around to get to the cell (easily located by a fast travel marker) to drop one patrol marker. Then the CK s*** itself while trying to maneuver around to drop my remaining markers. Using the filtered box tip helped nothing.

 

At this point, I had to give up modding the game I enjoy and go back to modding the game I despise (NV) simply because their kit works while the CK doesn't. I'm already more than halfway through my life. Time is too precious to waste it on crappy tools.

 

I have to disagree. You need a monster rig to easily navigate dense built-up areas in the editor. The hardware requirements for a software tool are much higher than for the game, because that is how it is. Also, use layers. Then you can cut down on what items show. That is not the CK sucking, that is your RAM sucking because it chokes on a kazilion textures loading.

 

With all that, the CK is probably the most user friendly and stable modding tool around for a AAA game, considering you can mod almost the entire game. If you don't believe me then I suggest you try modding tools for other games.

You are giving up because you do not have developed the frustration tolerance that is required to push through against all problems.

Edited by lelcat
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Â

The mod ecosystem would be a better place if everyone would focus on small mods. And get them completed. Most large mods start with a quick burst of a great idea with the "leader" having no idea about the amount of work. People should try to make small mods. And go through all the things to get it completed. Then they will realize their massive ideas will never be finished because you can not create a mod that rivals the original game in size or quality.

It takes insane amounts of frustration tolerance to get anything done. And most new modders don't have that. That is where the "ck sucks" is coming from. No the ck does not suck. For a modding program it is one of the best available ones.

A great idea is not worth s***. Until it materializes into something playable.

I must disagree with you. The CK sucks golf balls through garden hoses. I need to load several locations in downtown to make my mods. My pc is far from being a potato so I should be good. No! It took two hours of loading, freezing, crashing and just plain waiting around to get to the cell (easily located by a fast travel marker) to drop one patrol marker. Then the CK s*** itself while trying to maneuver around to drop my remaining markers. Using the filtered box tip helped nothing.

 

At this point, I had to give up modding the game I enjoy and go back to modding the game I despise (NV) simply because their kit works while the CK doesn't. I'm already more than halfway through my life. Time is too precious to waste it on crappy tools.

Â

I have to disagree. You need a monster rig to easily navigate dense built-up areas in the editor. The hardware requirements for a software tool are much higher than for the game, because that is how it is. Also, use layers. Then you can cut down on what items show. That is not the CK sucking, that is your RAM sucking because it chokes on a kazilion textures loading.

Â

With all that, the CK is probably the most user friendly and stable modding tool around for a AAA game, considering you can mod almost the entire game. If you don't believe me then I suggest you try modding tools for other games.

You are giving up because you do not have developed the frustration tolerance that is required to push through against all problems.

Son at this point you're talking out your ass. Bethjunkie has been modding Beth games for close to a decade now. We're use to the geck or now CK being crash happy but the CK now requires q monster of a system to run exteriors and that shouldn't be the case. The geck used to be an easy system to run on nearly any pc. The fact that it isn't now is a problem and you saying a veteran mod author isn't patient enough is frankly wrong and insulting. You have your opinion congrats don't trivialize other people's opinions when they're well thought out and articulate.

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