Mod Support

Post » Mon Jan 17, 2011 5:20 am

Beth gives great mod possibilities but for the past decade we've had to wait for programs like wrye bash/mash, obmm, morrowind conflict detector, boss and the script extender. It would be wonderful if anyone from beth could just add the features of those mods to the data files section of the launcher or the construction set so we don't need to wait for the community to add the support. I'm not expecting anything like a Skyrim graphics extender but not having to download python again would be nice.
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vicki kitterman
 
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Post » Mon Jan 17, 2011 5:39 pm

It wouldn't make sense for Beth to add some of those things if they weren't already used in-game.
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barbara belmonte
 
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Post » Mon Jan 17, 2011 10:26 am

Beth gives great mod possibilities but for the past decade we've had to wait for programs like wrye bash/mash, obmm, morrowind conflict detector, boss and the script extender. It would be wonderful if anyone from beth could just add the features of those mods to the data files section of the launcher or the construction set so we don't need to wait for the community to add the support. I'm not expecting anything like a Skyrim graphics extender but not having to download python again would be nice.


On the concept of mods bethesda should add a game mode on ps3 and 360 that allows you to use mods but at that block you from get achievement or trophies(which ever console you are using if you are going to use one)
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Tamara Primo
 
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Post » Mon Jan 17, 2011 2:34 pm

On the concept of mods bethesda should add a game mode on ps3 and 360 that allows you to use mods but at that block you from get achievement or trophies(which ever console you are using if you are going to use one)

Though that could cause issues... Some mods cause corruption to the saves.. and I would hate to have that happen... One even cause oblivion to be corrupted in itself. Also through loading the mods... just like from the wii someone will find a way to use that to an advantage to load unathourized coding and other things into the console.
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Soph
 
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Post » Mon Jan 17, 2011 2:24 am

Whatever they use to do their modeling and textures is probably a product that they either own themselves or have licenses from another company and can't release.
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kat no x
 
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Post » Mon Jan 17, 2011 4:38 am

Though that could cause issues... Some mods cause corruption to the saves.. and I would hate to have that happen... One even cause oblivion to be corrupted in itself. Also through loading the mods... just like from the wii someone will find a way to use that to an advantage to load unathourized coding and other things into the console.


Thats is a good point some kind of work would have to be done to prevent that but oh well they probably won't do it but its out there now. Bethesda would have to put the mods in them selves with that being said so its not likely to be done :shrug:
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jadie kell
 
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Post » Mon Jan 17, 2011 10:24 am

Beth gives great mod possibilities but for the past decade we've had to wait for programs like wrye bash/mash, obmm, morrowind conflict detector, boss and the script extender. It would be wonderful if anyone from beth could just add the features of those mods to the data files section of the launcher or the construction set so we don't need to wait for the community to add the support. I'm not expecting anything like a Skyrim graphics extender but not having to download python again would be nice.

1. what reason does beth have to make scripts they'll never use? The reason why the script extender is necessary is because the dev's never needed to do the things the script extenders allowed.

2. I agree that there should be a conflict detector and load order changing ability.

3. Bash is asking for a bit much from a developer. You don't need to be able to do a lot of what bash does in order to mod, and goes way beyond expecting the developer to provide a moddable game.
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NeverStopThe
 
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Post » Mon Jan 17, 2011 4:59 pm

On the concept of mods bethesda should add a game mode on ps3 and 360 that allows you to use mods but at that block you from get achievement or trophies(which ever console you are using if you are going to use one)

people these days...
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He got the
 
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Post » Mon Jan 17, 2011 1:31 pm

On the concept of mods bethesda should add a game mode on ps3 and 360 that allows you to use mods but at that block you from get achievement or trophies(which ever console you are using if you are going to use one)


The terms of each console states no mods. No.
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Jesus Lopez
 
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Post » Mon Jan 17, 2011 2:07 pm

I will be happy as long as they keep giving us the Construction set. Asking for more from them is unnecessary.
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N Only WhiTe girl
 
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Post » Mon Jan 17, 2011 7:47 am

people these days...


And what is that supposed to mean the idea was good you know it was it can't be said other wise it would just have to be done right like I said earlier.
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Jessica Phoenix
 
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Post » Mon Jan 17, 2011 8:33 am

On the concept of mods bethesda should add a game mode on ps3 and 360 that allows you to use mods but at that block you from get achievement or trophies(which ever console you are using if you are going to use one)

If you want mods just buy a PC. ;)

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Allison Sizemore
 
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Post » Mon Jan 17, 2011 5:28 am

At the very least they need to allow you to adjust load order within the default data files menu.
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*Chloe*
 
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Post » Mon Jan 17, 2011 12:40 pm

Well, if you watched the recent GI hub update, you would learn that Todd says that they look for people who can make great mods with the construction sets. It wouldn't make sense for them not to think about adding some stuff in.
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Kayleigh Mcneil
 
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Post » Mon Jan 17, 2011 7:12 pm

At the very least they need to allow you to adjust load order within the default data files menu.
They don't actually require if for their own use, but it would be nice to have. The loader is a relatively small program and easy enough to separate from the console versions, I would think.
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m Gardner
 
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Post » Mon Jan 17, 2011 5:45 am

at the very least, i would like loose files like textures to overwrite the ones in the bsa (or whatever is used)


i still cant get archive invalidation working on- models are fine and parralax works, but colour textures/normals dont :sadvaultboy:


and i realy dont want to have to mess around with third party tools/folders to get things to work.
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Brandon Wilson
 
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Post » Mon Jan 17, 2011 11:25 am

Tools like that are built to go around certain limitations and to help the modder. That's the cool thing about those tools, since modders build them for modders they know what they need. Wrye Bash is for advanced stuff, they don't need it because everything gets commited to one file. Mod Managers aren't necessary because they don't use mods, it's just one file and the assets it uses, there's not need to install and uninstall assets or esp/esms. Same goes for conflict detector. BOSS sorts and tags mods/esps and Beth don't use multiple ESPs. Script extender is just that: an extender to suit a modder's needs. I won't say no to a more flexible language though.

What I'm really hoping for is import/export scripts for meshes if they don't stick with the nif format or if they own the format. Texture formats are pretty standard these days but models not so much it seems. They use these importer/exporter scripts so it would be nice of them to release said scripts.
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Rachael
 
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Post » Mon Jan 17, 2011 4:55 pm

Third party tools will be made. OBSE is getting super-super-advanced, and while yes, in theory bethesda could predict everything people would want an implement it, but people would still want more.
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xxLindsAffec
 
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