Civ 5 Style Mod Support.

Post » Thu Dec 23, 2010 1:08 am

I was wondering if Bethesda would considering implementing a system similar to what Firaxis has done for Civ 5 in terms of mods. You are able to access them from the game and turn them on or off. You can play the "original" or modded version from in game. The mods can get rated through their system.
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Avril Louise
 
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Post » Thu Dec 23, 2010 5:11 am

I was wondering if Bethesda would considering implementing a system similar to what Firaxis has done for Civ 5 in terms of mods. You are able to access them from the game and turn them on or off. You can play the "original" or modded version from in game. The mods can get rated through their system.

I doubt they'll have their own rating system, considering the norm of mods that always get implemented. But with the right utilities you can create separate mod lists for different save games.
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Hayley Bristow
 
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Post » Thu Dec 23, 2010 4:38 am

Also, I'm no expert on this, but I'm pretty sure there are going to be easily a hundred times more mods for Skyrim than Civ 5. I think this is much more popular in terms of people who will try to mod it and overall fanbase. So to run it all off their system might be too hectic. Plus, DarkOne is has already stated that he is going to make another section of the Nexus just for Skyrim. That's all we really need. With how complex and customisable mods can get, having the game auto-install all of them internally could get pretty messy.
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Dewayne Quattlebaum
 
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Post » Thu Dec 23, 2010 1:04 am

with the right utilities, which we should see very quickly, that isn't needed. The only thing we haven't gotten is a rating system, but we get those on the internet where we download mods anyway.
The only thing I could see them doing would be making uninstalling mods easier, like packing them into their own directories so that all you have to do is delete that directory to remove that mod, rather than one giant folder that everything gets dumped into.
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renee Duhamel
 
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Post » Thu Dec 23, 2010 4:22 am

with the right utilities, which we should see very quickly, that isn't needed. The only thing we haven't gotten is a rating system, but we get those on the internet where we download mods anyway.
The only thing I could see them doing would be making uninstalling mods easier, like packing them into their own directories so that all you have to do is delete that directory to remove that mod, rather than one giant folder that everything gets dumped into.

You don't really have to uninstall mods only deactivate them unless your short for space on your PC, otherwise I think the BAIN installer in wrye bash did an excellent job installing and uninstalling files easily and it's likely we'll have a bash program again anyway.
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Dan Scott
 
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Post » Wed Dec 22, 2010 11:26 pm

Getting mods to work in Oblivion is quite an ordeal for your casual player.

I remember the first time I tried to get some mods up and going, it took me about 6 hours and I had to re-install oblivion and start over half way through.

I'm just saying that some sort of a streamlined mod experience would be nice, perhaps TESNEXUS and Bethesda could work together to implement a system... also might open the possibility for user generated content on the consoles.
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Portions
 
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Post » Wed Dec 22, 2010 8:09 pm

Getting mods to work in Oblivion is quite an ordeal for your casual player.

I remember the first time I tried to get some mods up and going, it took me about 6 hours and I had to re-install oblivion and start over half way through.

I'm just saying that some sort of a streamlined mod experience would be nice, perhaps TESNEXUS and Bethesda could work together to implement a system... also might open the possibility for user generated content on the consoles.

Just got to say it... lol fail. Unzip, copy, paste, activate. That is how hard it is. That being said I know not everyone is computer adept, some of my friends can barely use Google. I hope there is some type of .omod like in the OBMM, where any new files like models and sounds are automatically packaged for easy moving and install.

I will say the kind of thing the OP is asking for though isn't easy on a game that you can mod to the degree you can change TES games. Look what happened if you were in the Frostcrag Spire and uninstalled that addon. Bam, Mace of Friggen Doom glitch. What if you have a mod that adds a character and as you are talking to them you turn it off? I would rather Bethesda specifically explain how to install mods on PC then try and do this.

And to the post I quoted, the whole user stuff on consoles is more an issue with Microsoft and Sony not wanting custom things on their consoles, not so much a technical limitation.
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Trevi
 
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Post » Wed Dec 22, 2010 8:07 pm

also might open the possibility for user generated content on the consoles.


Let's not continue along this line of thought. It'd be nice, but it CONFIRMED isn't happening. It's also been discussed to death.

I would however, fully support easier mod installation! I got spoiled by all the Oblivion mod tools; I tried to mod Dragon Age II and kept wondering where the mod manager was hosted (but there isn't one for DAII :sadvaultboy: ). If the new CS could pack mods into little module folders instead of having to divide them up into the data folder --

The only thing I could see them doing would be making uninstalling mods easier, like packing them into their own directories so that all you have to do is delete that directory to remove that mod, rather than one giant folder that everything gets dumped into.


-- er, yes, like that! :celebration: That would be awesome. Easier for the modder to put together, too.
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Nick Swan
 
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Post » Thu Dec 23, 2010 9:10 am

Just got to say it... lol fail. Unzip, copy, paste, activate. That is how hard it is.

Most of the time this is true, but there are some things, like the Better Cities mod... had some sort of crazy instruction list for installing, so I gave up on it.
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Julia Schwalbe
 
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Post » Thu Dec 23, 2010 3:36 am

What Beth needs to do is design a tool like OBMM and make that the standard plugin activation tool. Or at least make it possible to put each mod in its own folder inside Data. Or I guess just keep it how it is, the modders will create tools soon enough.

I just think it would be nice if every mod came in a standard package like omod.
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Alexis Acevedo
 
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Post » Thu Dec 23, 2010 5:55 am

Getting mods to work in Oblivion is quite an ordeal for your casual player.

I remember the first time I tried to get some mods up and going, it took me about 6 hours and I had to re-install oblivion and start over half way through.

I'm just saying that some sort of a streamlined mod experience would be nice, perhaps TESNEXUS and Bethesda could work together to implement a system... also might open the possibility for user generated content on the consoles.

Then you kinda failed...

It only takes basic understading of file structures to work. Even less really, biven that 99% of mods are "put files here", and it works.
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Bedford White
 
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Post » Thu Dec 23, 2010 1:02 am

I just think it would be nice if every mod came in a standard package like omod.


Not like OMOD please. If there is to be some standardization I'd much rather it be with an intelligent utility like BAIN or something Bethesda cooks up themselves that is as smart about handling resource overrides.
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Susan Elizabeth
 
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Post » Wed Dec 22, 2010 10:53 pm

Indeed, we don't need a standardised file format, we need a standardised directory structure. Let anybody release their mods in any format they want to - but make sure an automated tool knows exactly where to find the correct resources. You get the best of both worlds, those who want to do it manually have nothing put in their way, and those who want to use a tool to manage things for them can do it without being locked into one tool or finding that a decent amount of mods simply aren't formatted correctly.
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Ebou Suso
 
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Post » Thu Dec 23, 2010 12:58 am

Not like OMOD please. If there is to be some standardization I'd much rather it be with an intelligent utility like BAIN or something Bethesda cooks up themselves that is as smart about handling resource overrides.

What's wrong with OMODs? I really liked the format.
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Phillip Hamilton
 
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Post » Thu Dec 23, 2010 12:34 am

Stuff is being worked on in the background on the Nexus :)
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Lizs
 
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Post » Wed Dec 22, 2010 11:14 pm

The way it is now is fine.
I don't use omod, or BAIN, or **MM. Last thing I want is yet again another "you must use this app to play the game" constraint.
Besides, not all modifications made by modders are released for public consumption. I have hundreds of modifications made tor my games, which I do for myself only.
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MatthewJontully
 
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Post » Thu Dec 23, 2010 6:49 am

Plus, DarkOne is has already stated that he is going to make another section of the Nexus just for Skyrim.


will this section actually have standards? or will it still take two hours to sort through all the HGEC/BBB/Exnem/whatever six/nvde/pedophile mods?

an integrated mod manager wouldn't work like you're describing because of the way both the plugins and the engine work. a better mod manager along the lines of OBMM that's actually INCLUDED WITH THE GAME would be nice, but i get why Bethesda doesn't actively make mod tools, so i don't really care.

what i'd like more is an actual Bethesda-run mod hoster, with none of the stupid six mods and [censored]. most of the people who make this [censored] are either banned from or hold personal grudges against the official forums, anyway, so it would be safe from them from the start. though if Bethesda didn't do this for Morrowind i doubt they'll start now.
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Zualett
 
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Post » Thu Dec 23, 2010 8:16 am

will this section actually have standards? or will it still take two hours to sort through all the HGEC/BBB/Exnem/whatever six/nvde/pedophile mods?

Just because you don't like it doesn't mean its bad. Seriously, I'm tired of all this "mods svck because they are all porm" talk.
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MR.BIGG
 
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Post » Wed Dec 22, 2010 8:47 pm

will this section actually have standards? or will it still take two hours to sort through all the HGEC/BBB/Exnem/whatever six/nvde/pedophile mods?

an integrated mod manager wouldn't work like you're describing because of the way both the plugins and the engine work. a better mod manager along the lines of OBMM that's actually INCLUDED WITH THE GAME would be nice, but i get why Bethesda doesn't actively make mod tools, so i don't really care.

what i'd like more is an actual Bethesda-run mod hoster, with none of the stupid six mods and [censored]. most of the people who make this [censored] are either banned from or hold personal grudges against the official forums, anyway, so it would be safe from them from the start. though if Bethesda didn't do this for Morrowind i doubt they'll start now.

You do know that there's a filter for mods like that.
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Chad Holloway
 
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Post » Thu Dec 23, 2010 7:18 am

what i'd like more is an actual Bethesda-run mod hoster, with none of the stupid six mods and [censored]. most of the people who make this [censored] are either banned from or hold personal grudges against the official forums, anyway, so it would be safe from them from the start. though if Bethesda didn't do this for Morrowind i doubt they'll start now.


That's some serious angst you've got.

Have you considered turning off the advlt content filter? KABLAM...bye bye nvde mods. Or is this just a rant for ranting's sake?
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noa zarfati
 
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Post » Wed Dec 22, 2010 11:39 pm

Just because you don't like it doesn't mean its bad. Seriously, I'm tired of all this "mods svck because they are all porm" talk.


mods don't all svck. i never said that once. there's a ton of fantastic stuff out there, even on Nexus. the problem is there's also so much horrible [censored] to sift through first, even with advlt content blocked, because "advlt content" doesn't mean anything.
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Steven Nicholson
 
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Post » Thu Dec 23, 2010 8:46 am

mods don't all svck. i never said that once. there's a ton of fantastic stuff out there, even on Nexus. the problem is there's also so much horrible [censored] to sift through first, even with advlt content blocked, because "advlt content" doesn't mean anything.

I repeat: just because you don't like it doesn't mean its [censored]. "[censored]" is quantifiable - mods that don't do what they are supposed to, mods that break the game, etc. The amount of skin an outfit shows is a personal preference only.

As for the mods svck thing, I was referring to the general sentiment I've seen lately rather than to you in particular.
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Ludivine Poussineau
 
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Post » Wed Dec 22, 2010 6:34 pm

will this section actually have standards? or will it still take two hours to sort through all the HGEC/BBB/Exnem/whatever six/nvde/pedophile mods?

an integrated mod manager wouldn't work like you're describing because of the way both the plugins and the engine work. a better mod manager along the lines of OBMM that's actually INCLUDED WITH THE GAME would be nice, but i get why Bethesda doesn't actively make mod tools, so i don't really care.

what i'd like more is an actual Bethesda-run mod hoster, with none of the stupid six mods and [censored]. most of the people who make this [censored] are either banned from or hold personal grudges against the official forums, anyway, so it would be safe from them from the start. though if Bethesda didn't do this for Morrowind i doubt they'll start now.


No thanks, let's keep modding free. That's sort of the point. Personally, I don't much like six mods, but I'll defend their right to exist. I also think that describing HGEC and Exnem as "six/nvde/pedophile" mods is incredibly disrespectful to the huge amounts of time and effort people put into creating a female body that didn't look awful.

Modding is about freedom. That's its *thing*. You can't suddenly say "No, actually, I don't like other people being free to create what they want", because then suddenly you're restricting it. I don't like mods that give you powerful items easily obtainable from the start of the game, do I want them gone, or banned? No, I simply don't use them. I don't like mods that break lore. Should they also be banished? You cannot have it both ways. Just because something does not fit into your tastes does not mean that it has no right to exist.
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Elina
 
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Post » Thu Dec 23, 2010 8:34 am

Yeah no Beth hosted mod server. I would just like them to make it so mods can be placed into individual folders inside the Data directory.
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Paula Rose
 
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Post » Thu Dec 23, 2010 10:43 am

mods don't all svck. i never said that once. there's a ton of fantastic stuff out there, even on Nexus. the problem is there's also so much horrible [censored] to sift through first, even with advlt content blocked, because "advlt content" doesn't mean anything.

You do know there's also a filter for what kind of mod you're looking for, right?
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Kit Marsden
 
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