View Full Version : Modding
Revan
06-03-2009, 03:31 PM
What do people think in general of games modding and do we have anyone here who has modded a game.
Even if its just mapping.
Does anyone play any modded games at all?
Are modding communities good for games?
I used to work for a modding team on the game Freelancer. I designed space stations for the mod. Not bad work but like every modding team has surely encountered you can't satisfy every player and they sure like to moan sometimes.
Morgrim
06-12-2009, 05:07 AM
I play Morrowind, which is a so-so game without mods, and a brilliant game with them. I tend to run with between 30-100 mods, depending on the style of character I'm playing; for a vampire character, balancing out the game into something fun takes a carefully woven set of almost a dozen interrelated mods on it's own.
As for the mods I've made myself, I do mostly scripting and dialogue based mini-quests with the eventual goal of working to something larger. I've tried and failed dismally at the classic 'make your character a house' first mod. I do a bit of retexturing, and am particularly proud of the custom argonian race I reskinned for my current character.
I've attempting to use some mods for KotOR, but haven't been able to get them to work.
Chriz
06-12-2009, 08:46 AM
I got into Unreal Tournament map-making a few years back. Got pretty comfortable with the editor, and made a lot of my own custom meshes in Lightwave. Fun stuff.
I also made a massive Neverwinter Nights scenario (module? package?) that had content that opened up depending on the conversation path you took with certain NPCS, trigger events, and even cutscenes using the in-game engine. I planned it out as a three-part adventure but never got past the first part. It was a great learning experience.
Vendetta
06-12-2009, 12:10 PM
I also made a massive Neverwinter Nights scenario (module? package?) that had content that opened up depending on the conversation path you took with certain NPCS, trigger events, and even cutscenes using the in-game engine. I planned it out as a three-part adventure but never got past the first part. It was a great learning experience.
How long did this take you? I bought NWN specifically FOR that feature, but it just seemed like it might be an enormous time sink.
Chriz
06-12-2009, 12:39 PM
How long did this take you? I bought NWN specifically FOR that feature, but it just seemed like it might be an enormous time sink.
Honestly, I couldn't give you precise numbers in terms of time. I probably spent about three months on it, back in 2002 or so.
The NWN scripting engine is pretty good, once you digest the syntax. You can do quite a bit. My most complex task was creating a museum with a tour guide. The guide had to initiate the tour the first time you entered the museum, walk to each exhibit, and wait to see if you'd join her near it before describing it. If you didn't, she would wait (or reset if you left the museum). At the end, you would engage in combat (it turned out she was a vampire and she was bringing you to her master in a special VIP exhibit room). So the whole thing had to hold together or adjust if you bailed before getting to the final room.
Is there a Mac NWN? I could dig it up and take a look at it.
Wolf-Bone
06-12-2009, 11:13 PM
Someone a few years back was working on a RE 2 mod, the idea behind it being no one survived "the mansion incident" and this is how RE 2 plays out as a result.
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Revan
07-16-2009, 08:38 AM
Im currently working on making a new weapon to replace the Redeemer in Unreal III, with a Big Nuke.
So far im working on rigging and animating the first person mesh.
buzzsaw133
12-19-2010, 02:56 PM
I've modded DOOM, just for the shear purpose of killing more things in new ways.
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