If Unreal Tournament 3 had mods on consoles, why can't Skyri

Post » Wed Mar 30, 2011 3:57 am

I just learned that Unreal Tournament 3 had mods for consoles.

So if UR3 had mods on consoles, why is there difficulty in adding mods to Skyrim?

And how does mods work on consoles with trophies and achievements? Do they get disabled once the system recognizes that mods are installed?
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Angela
 
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Post » Wed Mar 30, 2011 12:22 pm

Because the difference in complexity is comparable to the difference between a sports car and a unicycle.
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Ricky Rayner
 
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Post » Tue Mar 29, 2011 11:48 pm

no idea. what I had been told is that porting pc mods as dlc to consoles would cause problems because microsoft/nintendo/sony don't want to release free content and bgs don't want the legal hassle of diveying up royalties to what were intended to be community distributed content. not to mention if people started getting royalties for modds there would be a huge spamming of crappy mods into the community that no one wants to shift through.
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Antonio Gigliotta
 
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Post » Wed Mar 30, 2011 5:17 am

Because the difference in complexity is comparable to the difference between a sports car and a unicycle.

that.

mods for elder scrolls games regularly include near total rewrites, (if you ignore the ones that are just lake, 'aah, have a mace with 7000 damage from the start') or atleast modify a lot of the game files. if i remember correctly the Unreal tournament mods weren't that much more complex then the 'Forge' tools in Halo, (and game type creation.)

also the ability to install this type of mod is a massive security risk.

EDIT:
And can't you use the search function, there's probably been a topic like this most days for, err... how long has this forum been here?
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Haley Merkley
 
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Post » Wed Mar 30, 2011 9:34 am

Is it ever going to stop?
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LADONA
 
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Post » Wed Mar 30, 2011 1:43 am

Only UNREAL 3 ps3 could do mods though :(
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Ruben Bernal
 
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Post » Wed Mar 30, 2011 12:27 pm

What are Unreal 3 mods on the console like? Is it like building maps through ingame object placement?
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cheryl wright
 
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Post » Tue Mar 29, 2011 9:30 pm

What are Unreal 3 mods on the console like? Is it like building maps through ingame object placement?



yes, just maps, not adding new skeletons or scripting new quests etc etc

like a previous poster said, LBP/2 UT3 HALO REACH etc etc all of those are unicycles when it comes to modding compared toSports car that is Oblivion.
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BaNK.RoLL
 
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Post » Wed Mar 30, 2011 4:16 am

I just learned that Unreal Tournament 3 had mods for consoles.

So if UR3 had mods on consoles, why is there difficulty in adding mods to Skyrim?

Pretty sure that mods for UT don't include new assets, just a shuffling around of existing ones and a map editor(which is simple enough to put in the game itself) is like PhYosi said similar to a unicycle in complexity compared to what Bethesda's CK is capable of.

And how does mods work on consoles with trophies and achievements? Do they get disabled once the system recognizes that mods are installed?

My guess would be yes, they would be disabled.
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Floor Punch
 
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Post » Wed Mar 30, 2011 5:08 am

It's really literally "mods" as in slight modifications to pre existing objects and items. It can be done on console but not for free and not above a certain GFX ceiling. Beth can build a manager right into the game for mods as long as their comparable to the consoles hardware and won't brick the system ergo get past the lameness that is Microsoft QA. The only thing beth needs to do is negotiate space on XBLM and PSN and a delivery system to get it on your HDD and a way to load it. Also disable achievements if need be. It would be less mod like and more along the lines "user generated content". The most efficient way though might be mods that just change whats already on the disc less hassle less data.
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Roisan Sweeney
 
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Post » Tue Mar 29, 2011 9:30 pm

All the I see us getting is a lot of "hardcoe mode" mods and basically lame mods that are like LBP2. We would see alot of "super Mario Skyrim" and crap like that.
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Isabell Hoffmann
 
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Post » Wed Mar 30, 2011 3:46 am

What are Unreal 3 mods on the console like? Is it like building maps through ingame object placement?

They include levels, new characters and gametypes. These mods are not made on the consoles at all, they are created on PC and then "cooked" into the correct format for use on the PS3.
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naome duncan
 
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Post » Wed Mar 30, 2011 4:40 am

Is it like the Tony Hawk games editor?
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Markie Mark
 
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Post » Wed Mar 30, 2011 5:56 am

They include levels, new characters and gametypes. These mods are not made on the consoles at all, they are created on PC and then "cooked" into the correct format for use on the PS3.

Perhaps Skyrim could add a cooker for consoles then, if of-course Microsoft and Sony allow it, Sony however to me would be the most passive about it seeming as UT3 has it already.
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lucile
 
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Post » Wed Mar 30, 2011 4:57 am

Research a little first guys
http://www.moddb.com/mods/angels-fall-first-planetstorm
http://www.moddb.com/games/unreal-tournament-3/mods
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Annick Charron
 
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Post » Wed Mar 30, 2011 7:27 am

I think forge world in reach might be a better example or really there is no good example since their shooters and not open world rpg's. Far cry 2 had a editor for on consoles as well.
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Lavender Brown
 
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Post » Wed Mar 30, 2011 10:49 am

I think forge world in reach might be a better example or really there is no good example since their shooters and not open world rpg's. Far cry 2 had a editor for on consoles as well.

I think the OP is talking about having mods as sort of DLC for console games, not the creation of mods on consoles. Besides Far Cry 2 was only for multi-player, a thing TES lacks for good reasons(Unless it is Battlespire, but that wasn't great.)
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Daddy Cool!
 
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Post » Wed Mar 30, 2011 4:08 am

http://www.moddb.com/mods/prometheus

Loads of very complex stuff. People coding in splitscreen turning the whole game to full intergalactic warfare games or 3rd person zombie. The editor allows for more than the construction set.

It's really literally "mods" as in slight modifications to pre existing objects and items. It can be done on console but not for free and not above a certain GFX ceiling. Beth can build a manager right into the game for mods as long as their comparable to the consoles hardware and won't brick the system ergo get past the lameness that is Microsoft QA. The only thing beth needs to do is negotiate space on XBLM and PSN and a delivery system to get it on your HDD and a way to load it. Also disable achievements if need be. It would be less mod like and more along the lines "user generated content". The most efficient way though might be mods that just change whats already on the disc less hassle less data.



Where did you get that. some of these mods become their own game .
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Beth Belcher
 
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Post » Wed Mar 30, 2011 1:27 am

http://www.moddb.com/mods/prometheus

Loads of very complex stuff. People coding in splitscreen turning the whole game to full intergalactic warfare games or 3rd person zombie. The editor allows for more than the construction set.

That is a fair point, considering that the Construction set or Creation Kit it will be known from now on, only in a sense adds onto the same gameplay of TES, and doesn't really differentiate between the gameplay types, the most I've seen done with the Construction Set in terms of major scale was a First Person RPG based in another world that isn't Tamriel, so I think it could work, just add a mod manager before the game loads and it is pretty much set.
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Captian Caveman
 
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Post » Wed Mar 30, 2011 8:31 am

I think the OP is talking about having mods as sort of DLC for console games, not the creation of mods on consoles. Besides Far Cry 2 was only for multi-player, a thing TES lacks for good reasons(Unless it is Battlespire, but that wasn't great.)


I mentioned above how that would work dlc wise. You negotiate space terms with the platform holders build a delivery system that will work without breaking the game or bricking the system. I also men't more along the lines of how you view mods in lists like halo and FC2. I would want the pc experience of a mod portal with lots of choices rather then "download mod pack 1 featuring better bodies and deadly reflex 2.0".
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Riky Carrasco
 
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Post » Wed Mar 30, 2011 6:01 am

But can you play those types of UT mods on your PS3/360?
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Laura Tempel
 
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Post » Tue Mar 29, 2011 11:44 pm

That is a fair point, considering that the Construction set or Creation Kit it will be known from now on, only in a sense adds onto the same gameplay of TES, and doesn't really differentiate between the gameplay types, the most I've seen done with the Construction Set in terms of major scale was a First Person RPG based in another world that isn't Tamriel, so I think it could work, just add a mod manager before the game loads and it is pretty much set.


the modcooker works wonders. Just tick in game and your ready. because of not being like a full rpg they can really love the community. To the point of free dlc for everyone.... Bethesda is a great game with optional plugins for an awesome package.

Unreal is good canvas.
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NeverStopThe
 
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Post » Wed Mar 30, 2011 3:42 am

http://www.moddb.com/mods/prometheus

Loads of very complex stuff. People coding in splitscreen turning the whole game to full intergalactic warfare games or 3rd person zombie. The editor allows for more than the construction set.




Where did you get that. some of these mods become their own game .


Thats on the PC side with a dev kit and unlimited space. You only get so much room on XBLM for data. anything that complex would have to be small.
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Dustin Brown
 
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Post » Wed Mar 30, 2011 6:58 am

Because the difference in complexity is comparable to the difference between a sports car and a unicycle.



that.

mods for elder scrolls games regularly include near total rewrites, (if you ignore the ones that are just lake, 'aah, have a mace with 7000 damage from the start') or atleast modify a lot of the game files. if i remember correctly the Unreal tournament mods weren't that much more complex then the 'Forge' tools in Halo, (and game type creation.)

also the ability to install this type of mod is a massive security risk.

EDIT:
And can't you use the search function, there's probably been a topic like this most days for, err... how long has this forum been here?



http://www.moddb.com/mods/prometheus

Loads of very complex stuff. People coding in splitscreen turning the whole game to full intergalactic warfare games or 3rd person zombie. The editor allows for more than the construction set.




Where did you get that. some of these mods become their own game .


I guess those who said that Skyrim's mods are too complex compared to UT3 are creating assumptions without knowing anything about UT3 mods.
So I guess that UT3 will not be that different after all since you can create new weapons, levels, areas, etc.

Now I will be extremely disappointed if they will not add mods on consoles because it is very possible and it should also be possible to go through Sony.
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Jonny
 
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Post » Wed Mar 30, 2011 6:58 am

I guess those who said that Skyrim's mods are too complex compared to UT3 are creating assumptions without knowing anything about UT3 mods.


I've played (and modded) both UT and TES. Its clear that you can make complex mods on both, the question was as to whether you can make/play anything but maps on consoles. The linked mods were for PC, which have more tools and resources than a console.
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Georgia Fullalove
 
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