Question for people that Mods

Post » Tue Jun 21, 2011 5:36 am

I won't open the CK on day one, because I want to play the game first and it's very easy to find spoilers of things you haven't done yet.


Me too. I want to play first. Although I said that with NV and was in the GECK within three days, but with Skyrim I am definitely going to play first. If I do build a mod for it (which I'm inclined to think I will), the project will take me months and months anyway so I might as well play to my heart's content before I start working on anything.
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Madison Poo
 
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Post » Tue Jun 21, 2011 8:17 am

Just like with Morrowind, Oblivion and Fallout 3, there will be mods on the first day the editor is available. It will obviously not be major stuff, though.


That's actually not entirely true: the GECK for FO3 didn't become available right away. But the awesome third party modding tools (created by modders) allowed modders to release stuff even before the GECK came out. :cool:
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saxon
 
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Post » Tue Jun 21, 2011 7:47 pm

Me too. I want to play first. Although I said that with NV and was in the GECK within three days, but with Skyrim I am definitely going to play first. If I do build a mod for it (which I'm inclined to think I will), the project will take me months and months anyway so I might as well play to my heart's content before I start working on anything.

I think I found Mehrunes Dagon in the CS before I finished the Oblivion main quest. I was like, woah. :blink:
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Julie Serebrekoff
 
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Post » Tue Jun 21, 2011 2:01 pm

Nice to know that the gamers can still change the industry and are not following the companies blindly.

As long as there's a mod kit, there's a way. That's the fault of many current franchises, their neglect for the community, and mods, will be their downfall.
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A Boy called Marilyn
 
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Post » Tue Jun 21, 2011 8:30 am

That's actually not entirely true: the GECK for FO3 didn't become available right away. But the awesome third party modding tools (created by modders) allowed modders to release stuff even before the GECK came out. :cool:



ah yes I remember those days,, LOL we were so persistent. Kudos to the folks that brought us FO3 Edit, gave us the modding fix we needed before the G.E.C.K was released


NEVER AGAIN BETHESDA........PLEAES NEVER AGAIN lol.


also be reminded, Beth doesnt have to release anything, but they do it because they can, and that above all else earns my ever lasting respect, anyone who thinks otherwise can stuff it lol



ah man Fo3 edit....lol it worked....





yes Pou, I saw Mehrunes too, I thought to myself pshaw its not like I can spoil the game for myself looking in the CS, then I saw spells for Mehrunes and Im like shix.....lol.


I don't want to open it up on the first day...but it is extremely tempting especially since I have all my resources and I want to get them in as soon as possible for my Fortress.
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Christina Trayler
 
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Post » Tue Jun 21, 2011 5:23 pm

Just like with Morrowind, Oblivion and Fallout 3, there will be mods on the first day the editor is available. It will obviously not be major stuff, though.

When the Oblivion editor became available for download I finished my first mod after just a few minutes. It added some trees and that's it :P

Yes lots of small mods, however it was mostly cheats and annoyance removers. Next typically is nvde mods and housing together with tuning mods.
The huge story based mods often take half a year. Might be faster as the community is learning.

Modders have a lot of luxery that the original devs doesn't have, most noticeable the lack of deadlines and no hardware constraints. That said, I haven't really played any mod that I feel offer better quests than the ones found in the game. Most mods seem to be cosmetic changes or balancing already existing things.

Multiple quest mods are seriously good, I liked the broken spires mod, it had in-game quality.
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No Name
 
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Post » Tue Jun 21, 2011 1:32 pm

I think I found Mehrunes Dagon in the CS before I finished the Oblivion main quest. I was like, woah. :blink:


ah lol that svcks man.
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Becky Cox
 
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Post » Tue Jun 21, 2011 5:52 am

As long as there's a mod kit, there's a way. That's the fault of many current franchises, their neglect for the community, and mods, will be their downfall.

Imagine if the Assassin's Creed series had mod support and you could create your own missions, or even levels...

Or Bioshock!
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Veronica Flores
 
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Post » Tue Jun 21, 2011 2:25 pm

Although i watched alot of gaming content before i bought Assassins Creed 2 which i played ALOT, and the "spoiling" did not do anything! :bunny:

I did not know everything, and it seemed as if i magically forgot a few things, but in the end the game was just so much fun..
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Sophie Louise Edge
 
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Post » Tue Jun 21, 2011 7:47 pm

Multiple quest mods are seriously good, I liked the broken spires mod, it had in-game quality.


Agreed, but I think you mean http://www.lostspires.com/. ;) Quest mods like Ruined Tails Tale or Tears of the Fiend were also much more interresting than many of the vanilla quests.
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Spencey!
 
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Post » Tue Jun 21, 2011 8:18 am

well

don't forget modders have all the time in the world to make stuff

and like God bethesda gives them the "universe" and they, like "man", create stuff in it with the tools they have :P
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Mackenzie
 
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Post » Tue Jun 21, 2011 5:36 am

I liked the broken spires mod, it had in-game quality.


Are you talking about The Lost Spires?
http://www.lostspires.com/
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Sebrina Johnstone
 
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Post » Tue Jun 21, 2011 8:45 am

There is no way I am going to be able to play for 30+ hours before modding....
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Motionsharp
 
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Post » Tue Jun 21, 2011 6:43 am

mods like OOO and MMM and lost spire and shadowcrest manor made me cry from joy in OB :foodndrink:
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Chloe Yarnall
 
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Post » Tue Jun 21, 2011 11:11 am

I may even try out modding an Elder Scrolls game this time around. I won't know for sure until I play the actual game but right now I am thinking about a companion mod... not a fighting companion but one that goes off harvesting for you on their own throughout Skyrim and brings it back to a storage area so you can then make potions and such. Maybe some other type of tasks that aren't battle related.
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I’m my own
 
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Post » Tue Jun 21, 2011 4:45 pm

Imagine if the Assassin's Creed series had mod support and you could create your own missions, or even levels...

Or Bioshock!

I bet there would be some awesome mods for practically any game, given the chance. I was extremely disappointed by Alpha Protocol, if that game had a mod kit I bet it would've been a much bigger success. Modding could've done so much for it.
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ILy- Forver
 
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Post » Tue Jun 21, 2011 8:14 pm

Pretty mixed opinions but most seem to do the obvious, play a bit and then mod. which is i suppose what the more seasoned modders do? or is that just common sense :frog:
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Kevin Jay
 
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Post » Tue Jun 21, 2011 11:29 am

well

don't forget modders have all the time in the world to make stuff

and like God bethesda gives them the "universe" and they, like "man", create stuff in it with the tools they have :P


All the time in the world? Hardly... I work fulltime and try to maintain a nice social life as well, as I'm sure most other modders have to do as well. So the "time" excuse that is often repeated isn't by defenition always true.
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Allison Sizemore
 
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Post » Tue Jun 21, 2011 4:14 pm

All the time in the world? Hardly... I work fulltime and try to maintain a nice social life as well, as I'm sure most other modders have to do as well. So the "time" excuse that is often repeated isn't by defenition always true.


Indeed.

Is it hellish to make a creation-kit for a game?
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Jack Walker
 
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Post » Tue Jun 21, 2011 7:01 am

Within a few hours of release no doubt. See a pretty/handsome npc? Make his face a preset option. Want to start off with a few hundred gold? Put it on a npc and murder him for it. So its not so cheat(ish).

A few weeks, no doubt some increased spawn mods. With having marts monster mod(oblivion/fallout3) and fallout new vegas (iws,monster) to draw on I figure most of the script work is done. So no re-inventing the wheel.

A couple weeks after that, the first invasion mods. Giants invade skyrim, with dragon allies! (Throw up a few custom banners and change out the guards if the giants conquer a town). Also the inevitable zombie invasion will be made.

Anyhow that would be my guess.

edit: Of course there will also be mods to um enhance females within the first week. *puts up crystal ball*
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priscillaaa
 
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Post » Tue Jun 21, 2011 4:13 pm

That said, I haven't really played any mod that I feel offer better quests than the ones found in the game. Most mods seem to be cosmetic changes or balancing already existing things.


You should try The Lost Spires, Kvatch Rebuilt, or Verona House Bloodlines, just to name a few of my favorites.
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Elina
 
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Post » Tue Jun 21, 2011 3:51 pm

Is it hellish to make a creation-kit for a game?


Bethesda's entire engine structure is built around this. That is why every developer isn't doing it.
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Davorah Katz
 
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Post » Tue Jun 21, 2011 8:22 am

There are a few stages:

1. nvde mods (30 min)
2. Overpowered items (1 hour)
3. Bad player homes in random places (2 hours)
4. A few random bugfixes (1-2 days)
5. Other stuff (later)
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Brandi Norton
 
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Post » Tue Jun 21, 2011 5:12 pm

Bethesda's entire engine structure is built around this. That is why every developer isn't doing it.


ah, ok thanks.
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Nany Smith
 
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Post » Tue Jun 21, 2011 8:33 pm

There are a few stages:

1. nvde mods (30 min)
2. Overpowered items (1 hour)
3. Bad player homes in random places (2 hours)
4. A few random bugfixes (1-2 days)
5. Other stuff (later)


The human brain.. :spotted owl:
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Laura Tempel
 
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