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Backhand
Sep 25, 2008
Yeah, I'm not paying for mods. I'm only barely willing to pay for DLC, when it's on sale. If they do this, then fine, but I won't take any part in it. I imagine a lot of other people won't either.

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The Iron Rose
May 12, 2012

:minnie: Cat Army :minnie:
I'm still completely unsure how you'd have DRM for .esp files.

Michaellaneous
Oct 30, 2013

I am sure Denuvo will find a way.

Mendrian
Jan 6, 2013

The Iron Rose posted:

I'm still completely unsure how you'd have DRM for .esp files.

Yeah last time I checked you could pirate entire expansions by uploading the .esp files as a mod, is that still true?

It sounds to me like this whole thing is Bethesda having more money than people and they're basically just paying high-profile modders and ex-employees to churn out content for them because they can't be bothered to dwell on a game for more than a year or two.

I would pay a ton of money for a 'mod' that turned Fallout 4 into a good game though. Or rather, a good story, I guess it's already a pretty fun game.

Entropy238
Oct 21, 2010

Fallen Rib
My main concern about this is mods that have a lot of dependencies e.g. SKSE or SKYUI or the like.

Under such a model these things (if they're good enough) should really be incorporated in to the core game rather than something people have to buy to install other mods.

It'd be total poo poo if the community started to fork based on mods that require paid dependency mods vs those that don't.

The Iron Rose
May 12, 2012

:minnie: Cat Army :minnie:

Mendrian posted:

Yeah last time I checked you could pirate entire expansions by uploading the .esp files as a mod, is that still true?

It sounds to me like this whole thing is Bethesda having more money than people and they're basically just paying high-profile modders and ex-employees to churn out content for them because they can't be bothered to dwell on a game for more than a year or two.

I would pay a ton of money for a 'mod' that turned Fallout 4 into a good game though. Or rather, a good story, I guess it's already a pretty fun game.

Yuppers. Just put the .esp and the .bsa folder in there for any art assets. or loose folders, it's a whole (incredibly stupid) debate.

lurksion
Mar 21, 2013
This is essential Bethesda contracting out DLC development basically given the supposed oversight and QA (and payment schedule to the developer)

:shrug:
Big whoop

Entropy238 posted:

It'd be total poo poo if the community started to fork based on mods that require paid dependency mods vs those that don't.
This happens with DLC already, though its less common now than it was initially with Skyrim (and most new mods tend to assume total ownership of DLC)

lurksion fucked around with this message at 14:46 on Jun 12, 2017

Cicadalek
May 8, 2006

Trite, contrived, mediocre, milquetoast, amateurish, infantile, cliche-and-gonorrhea-ridden paean to conformism, eye-fucked me, affront to humanity, war crime, should *literally* be tried for war crimes, talentless fuckfest, pedantic, listless, savagely boring, just one repulsive laugh after another
I seem to remember that during the last paid mods uproar, the author of SKSE was floating the idea of not updating the mod unless they received a certain amount of donations. Which would have hosed over a lot of other mods in turn. I wonder if that's a situation they'll be able to deal with in this new system.

turn off the TV
Aug 4, 2010

moderately annoying

I feel like a lot of people in this thread are ignoring a really solid history of mods and modders hired by companies turning out really great or popular products. CS, DOTA, Team Fortress, Rising Storm, EUIV, all of those battle Royale games, Red Orchestra, etc.

It's also worth pointing out that this isn't and hasn't stopped mod development in Cities Skylines, where attempts at hiring modders to do contract work failed kind of spectacularly just because there's no way to compete with the volume and quality of the rest of the community. People have even been asking the publisher to hire certain modders, but I know that at least one of them has said that he's not interested. There will always be some guy, somewhere, who wants to make a mod and doesn't give enough of a gently caress to jump through Bethesda's hoops.

Cicadalek posted:

I seem to remember that during the last paid mods uproar, the author of SKSE was floating the idea of not updating the mod unless they received a certain amount of donations. Which would have hosed over a lot of other mods in turn. I wonder if that's a situation they'll be able to deal with in this new system.

Wasn't this the SkyUI developer and not SKSE? The script extender guys are still whittling away at cracking the 64 bit engine.

turn off the TV fucked around with this message at 16:16 on Jun 12, 2017

GunnerJ
Aug 1, 2005

Do you think this is funny?
From what I can tell this is a lot more like a freelancing system for add-on content than "paid mods."

Bieeanshee
Aug 21, 2000

Not keen on keening.


Grimey Drawer

turn off the TV posted:

Wasn't this the SkyUI developer and not SKSE? The script extender guys are still whittling away at cracking the 64 bit engine.

What I remember, SKSE's devs stepped back and said, 'Look, use our extender for free mods, pay mods, whatever. It's staying free to play.'

turn off the TV
Aug 4, 2010

moderately annoying

GunnerJ posted:

From what I can tell this is a lot more like a freelancing system for add-on content than "paid mods."

Right. People interested need to make a proposal, be accepted, meet milestone goals, meet QA standards, etc. They are paid the moment they sign a contract. It's outsourcing content.

What would be really cool is if multiple people could be hired on to one project or given a budget to work with in order to approach other talent like voice actors. You could start seeing some pretty awesome content being released that just wouldn't be feasible for hobbyists. You would probably end up seeing more content on the level of Nehrim.

E: amazingly pretty much everyone in the mod author's forum topic on the Nexus thinks that this is a good idea, and I haven't seen anyone saying that they expect to be accepted.

turn off the TV fucked around with this message at 16:39 on Jun 12, 2017

GunnerJ
Aug 1, 2005

Do you think this is funny?

turn off the TV posted:

E: amazingly pretty much everyone in the mod author's forum topic on the Nexus thinks that this is a good idea, and I haven't seen anyone saying that they expect to be accepted.

I was disappointed by this fundamentally reasonable reaction where the only thing close to mock-worthy is their smug certainty that the plebs will melt down again.

Scoss
Aug 17, 2015
I too went to Nexus looking for hysteria and found only relatively sedate skepticism, they are being pretty reasonable.

Reddit and Youtube is where the apoplectics are happening.

pulp rag
Feb 25, 2013

AGDQ 2018 Awful Block Survivor
Let Skyrim die.

It is almost 6 years old.

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS
Reposting this from the Skyrim thread, since it's pretty amazing and deserves more attention.

quote:

Speaking of talented modders. I meant to post this before I was distracted by the Creation Club thing. This guy is doing some absolutely batshit insane stuff (in a good way) with Skyrim. It's easily the most complex and impressive thing i've seen, and once it's finished will probably make it a whole new game in an actual dynamic world.

http://www.nexusmods.com/skyrimspecialedition/mods/10289/? posted:

Organic Factions are groups which can level up, expand territory,secure resources, and be slain completely independent of the player. This makes the game world feel more diverse and alive, and can offer up a whole new set of challenges for the player. Which leaders should you trust? Which underlings might eventually climb the ranks and pose a threat, or become allies? For more info, check out the video below:

His video explains it more here: https://www.youtube.com/watch?v=zCXEsoDA5Cc

It basically uses the faction identifier system as a base to create living breathing factions that slowly conquer the dungeons in the world. So a vampire clan can start out at Bloodlet Throne or Volkihar Castle and start conquering their area of the world, before eventually coming into contact with other factions. Or the Forsworn can eventually get such power and numbers that they can lay siege to Markath. This includes them getting access to unique suppliers and "jungle style" moba camps that help supplement their troops and supplies. So them finding a dungeon with an alchemist in it means they'll have heals and neat buffs, etc, etc, etc.

If they get too strong they can actually out level the player too. But it works, seeing as how each of the leveled characters is persistent. Which means you can run hit and run attacks on a base of operations if the enemy is 20+ levels above you to whittle their numbers down.

What's more, this works as a way to hold the faction up, since the game features working representatives of each faction that act as lynch pins for progression of the faction. If you take out a lieutenant then the whole faction loses it's progression level-wise until a new one is elected and reaches their prior level. You can also assassinate the suppliers and "jungle" camp people to shut down their own supply of troops too. Suffice to say that actually making the world a living and changing thing opens up all sorts of new game play opportunities for different playstyles. Here's a quote that goes into detail on what I mean:

quote:

Features
Independent leveling of NPCs: Both leaders and minions level up independent of the player.
Leaders will have their own unique spells and abilities, many of which will increase in power as they level up. These include use of the [SSE Enhanced AI Framework].
As the leaders level up, they will start to gain a following. These individuals will have their own skills and combat roles.
Once the leaders achieve a certain level of power (levels and followers), they will venture forth on certain days to support and broker alliances with other allies in the area.
Each leader can have one or more favored sub-groups of followers, which will be given special treatment so long as their leader is alive. This can include access to better resources, equipment, and training.
Resource Providers: Alchemists, armorers, etc. can be wooed into supporting an Organic Faction. These Actors will create resources (potions, armor, etc.) which will be shared among Faction members. The player can intercept these goods, depriving the Faction of their benefits while profiting off of their labor.
MOBA-style "jungle" locations / "camps" which the enemy can capture to gain more support troops. The player can observe these troops and take them out before they join the main group.
Organic Factions can establish patrols which prevent the player from Fast Traveling directly into their strongholds. Once the Organic Faction has been beaten back, Fast Travel will once again become available.
Documentation has been released, but is "on pause" while I build out the "Organic Factions Extension".

Demo Faction Features posted:

The first new Organic Faction is located in and around Deepwood Vale (near Solitude). They will eventually gain power and obtain potions from an Alchemist in Druadach Redoubt on Mondays, and visit Blind Cliff Cave on Wednesdays to pick up some well-armored troops. Four of the leaders are unique individuals which will not respawn when slain, either by the player or randomly in the background. Once these are all gone, the Hagravens will nominate a BriarHeart Warrior to take command of the region. If he is slain, another will eventually be nominated to take his place.

He's released a demo of it, turning the Forsworn into their own organic faction. And a second faction is about to be released on Special Edition soon. He's also released a framework mod that lets people design their own organic factions.

He also is hoping the Skyrim community will help him with designing more factions and their AI. Because making something like this is complicated as hell. So if you've got any help to offer posting on the comment page asking him what you can do would be awesome. I'm thinking of volunteering making a few of the "friendly" factions like the Stormcloaks and Legion or the Dawnguard/Volkihar factions into a proper organic faction.


Also, the creation club is going to be a glorious cluster gently caress if Bethesda isn't really careful both on the design and PR end of things.

Archonex fucked around with this message at 18:39 on Jun 12, 2017

El Burbo
Oct 10, 2012

Skyrim will be the eternal mainline elder scrolls until the day elder scrolls online shuts down, which is a shame since I cannot care about that mmo, or any mmo

pulp rag
Feb 25, 2013

AGDQ 2018 Awful Block Survivor
Oh wait, yeah, I totally mean let Skyrim die in an official sense. Modders can keep playing around in it as much as they want, since modding old games is a time-honored tradition.

Arc Hammer
Mar 4, 2013

Got any deathsticks?

pulp rag posted:

Let Skyrim die.

It is almost 6 years old.

No, if New Vegas can continue to get mods so can Skyrim. Just cordon the porn mods to Skyrim and let the madmen adding flyable vertibirds, bow and arrows, and literal jet dogfighting continue to work on Vegas.

Zamboni Apocalypse
Dec 29, 2009

Archonex posted:


:words: faction stuff :words:


Excuse me, my dick just pounded a hole up through the bottom of the desk.

gently caress I need this - my typical max-spawned hordes are interesting, but boring pretty quickly, especially as they don't really do anything but make for big fights.

I wonder if someone can craft up a proper dangerous Assassin's Guild? Motherfuckers should be capping people all over, especially once you complete that questline - are all these other assholes just sitting around telling stories at the cave?

Thieves might be a bit harder, have to add specific poo poo for them to steal maybe, but drat, that could get fun.

I want some straight-up pirates going a-viking down the coast to the Windhelm docks...

m2pt5
May 18, 2005

THAT GOD DAMN MOSQUITO JUST KEEPS COMING BACK

Arcsquad12 posted:

No, if New Vegas can continue to get mods so can Skyrim. Just cordon the porn mods to Skyrim and let the madmen adding flyable vertibirds, bow and arrows, and literal jet dogfighting continue to work on Vegas.

So you don't like the Kenny Loggins mod for Skyrim that turns all the dragons into fighter jets? (And replaces all combat music with Danger Zone.)

Bholder
Feb 26, 2013

Cicadalek posted:

I seem to remember that during the last paid mods uproar, the author of SKSE was floating the idea of not updating the mod unless they received a certain amount of donations. Which would have hosed over a lot of other mods in turn. I wonder if that's a situation they'll be able to deal with in this new system.

I don't think you could do that with the old paid mods system and especially not with the new one.

SKSE is a completely different beast.

Arc Hammer
Mar 4, 2013

Got any deathsticks?

m2pt5 posted:

So you don't like the Kenny Loggins mod for Skyrim that turns all the dragons into fighter jets? (And replaces all combat music with Danger Zone.)

Don't get me wrong that mod is amazing and even better when you add the Xwing mod to fight them, but the new Vegas mod I'm thinking off was adding actual flight mechanics rather than just reskinning the dragons

darthbob88
Oct 13, 2011

YOSPOS

Arcsquad12 posted:

Don't get me wrong that mod is amazing and even better when you add the Xwing mod to fight them, but the new Vegas mod I'm thinking off was adding actual flight mechanics rather than just reskinning the dragons

Vertibird Flight School
?
https://www.youtube.com/watch?v=hVm07DOGITU

The Cheshire Cat
Jun 10, 2008

Fun Shoe

Arcsquad12 posted:

No, if New Vegas can continue to get mods so can Skyrim. Just cordon the porn mods to Skyrim and let the madmen adding flyable vertibirds, bow and arrows, and literal jet dogfighting continue to work on Vegas.

Yeah to be honest the most interesting mod stuff gets made on the games that aren't being updated anymore, because the mod authors don't have to worry about their poo poo getting broken so they can get REALLY deep into hacking things together and learning the ins and outs of the engine. I imagine even when SKSE gets released for the HD remaster, most of the modding will still be done on the old Skyrim, just because that's the one people are already familiar with.

Bholder
Feb 26, 2013

Too bad old Skyrim runs like poo poo

Guy Mann
Mar 28, 2016

by Lowtax

Bholder posted:

Too bad old Skyrim runs like poo poo

No Console for Old Skyrims

Arc Hammer
Mar 4, 2013

Got any deathsticks?

Flyable F-80 Vulture.

turn off the TV
Aug 4, 2010

moderately annoying

The Cheshire Cat posted:

Yeah to be honest the most interesting mod stuff gets made on the games that aren't being updated anymore, because the mod authors don't have to worry about their poo poo getting broken so they can get REALLY deep into hacking things together and learning the ins and outs of the engine. I imagine even when SKSE gets released for the HD remaster, most of the modding will still be done on the old Skyrim, just because that's the one people are already familiar with.

I really doubt that people will stick with the 32 bit version of Skyrim if the updated version gets an equivalent SKSE version.

Light Gun Man
Oct 17, 2009

toEjaM iS oN
vaCatioN




Lipstick Apathy
It'd be cool if they made a new version of New Vegas that allowed for like an infinite number of mods to be loaded at once just sayin

Diabetes Forecast
Aug 13, 2008

Droopy Only

Bholder posted:

Too bad old Skyrim runs like poo poo

wasn't new skyrim even buggier right from the get go??

ToxicSlurpee
Nov 5, 2003

-=SEND HELP=-


Pillbug

Diabetes Forecast posted:

wasn't new skyrim even buggier right from the get go??

Every Bethesda release being buggier than the last is a tradition at this point.

Bholder
Feb 26, 2013

Diabetes Forecast posted:

wasn't new skyrim even buggier right from the get go??

It crashes less for me and I don't know if it's the higher memory limit or just having less mods.

Raygereio
Nov 12, 2012

Diabetes Forecast posted:

wasn't new skyrim even buggier right from the get go??
It was as buggy as the latest Oldrim patch and more stable.
It was the remastered part that had people go wtf. Textures were just upscaled and sound files were in a format that made the quality worse.

Nuebot
Feb 18, 2013

The developer of Brigador is a secret chud, don't give him money

Mendrian posted:

Some kind of patreon model is about the only thing I can think of that would work.

In theory patreon is a cool and good idea for mods and modders. In practice I've seen some other game modding communities dive whole-hog into the patreon thing and it plays out the exact same every time. Guy releases a cool mod, people like it. Guy gets a patreon. Next release is for patrons only until they make the next version. Non-paying people are then perpetually a version behind and any issues are just met with "do you have the latest version?".

Name Change
Oct 9, 2005


I have an idea, maybe we could just handle mods like we did for the first 20 years or so and not constantly try to gently caress up the only thing that makes Elder Scrolls games actually good.

If you really want to improve the existing system, put mods on the Workshop with DRM or whatever and add a donate button that confers no extra features. loving done.

Here is my current favorite Day of Infamy mod:

https://www.youtube.com/watch?v=U925CQ0jsGg

Yardbomb
Jul 11, 2011

What's with the eh... bretonnian dance, sir?

dont even fink about it posted:

I have an idea, maybe we could just handle mods like we did for the first 20 years or so and not constantly try to gently caress up the only thing that makes Elder Scrolls games actually good.

Morrowind was good straight out of the box :colbert:

(Also no amount of mods ever made Oblivion salvageable)

grimcreaper
Jan 7, 2012

Yardbomb posted:

Morrowind was good straight out of the box :colbert:

(Also no amount of mods ever made Oblivion salvageable)

Wrong on both accounts.

Morrowind was crap. Oblivion was pretty drat good. Mods made it even better.

The Kins
Oct 2, 2004
Morrowind was a good game I can't get into, no matter how hard I try or how many gigs of mods I hurl at it.

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Tran
Feb 17, 2011

It's a pleasure to meet all of you. Especially in such a fine settin' as this. Just need us some music an' a brawl an' we'll be set.
Morrowind was all about leaping from one mountain peak to the next while trying to aerial joust cliff racers.

Also maybe something about elf slavers that live in mushrooms.

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