Modding, dying out?

Post » Sun May 27, 2012 10:31 pm

I'm hopeful that a LOT of mods can now be properly made, now that the navmesh bug is fixed once and for all.
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Alister Scott
 
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Post » Sun May 27, 2012 8:17 pm

I'm hopeful that a LOT of mods can now be properly made, now that the navmesh bug is fixed once and for all.

Where this is written?

And yet we have tons of other bugs that prevent a proper modding , like the everpresent and showstopper bug for LODS !!!
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OTTO
 
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Post » Mon May 28, 2012 7:58 am

Same quality, different content.
they're really not at all, though. the Gothic Plate's production values aren't nearly as high. the screenshots make it look absolutely terrible.

a better comparison might be the Hedge Knight Armor (http://skyrim.nexusmods.com/downloads/file.php?id=13961), which DOES have very good production values and very flattering screenshots, and is also performing very well without being sixualized at all.

a mod's success, especially for clothing and armor mods, has to do not only with the quality of the product itself but also with the quality of the presentation. both Hentai's armor and the Hedge Knight armor present themselves very well, with multiple posed screenshots showing off every angle as well as action shots showing how cool they look while doing actual game things. the Gothic Plate armor's screenshots are only there out of obligation, and lack any sort of umph or "hey you should really try this out!". it's basic marketing.

i really think Nexus's tag filtration system needs an overhaul. it's nice that i can search by tag, even if that's a pretty standard feature of every content-delivery website since like 2006, but the fact that i can't EXCLUDE specific tags is dumb. i also think the focus of tagging should be pushed into the forefront design-wise, so more people actively tag mods; maybe a tag cloud on the actual mod page that isn't tucked away in some unlabeled tab.

as much as i hate all the skimpy eroge transformation bikini armor [censored] going on (while at the same time loving the idea of turning Skyrim into some bat[censored] JRPG fantasy world with colorful clothes and poofy hats and big weapons (i'm playing with the Japanese dub right now, deal with it)) complaint without action accomplishes nothing.
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Siidney
 
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Post » Mon May 28, 2012 5:27 am

they're really not at all, though. the Gothic Plate's production values aren't nearly as high. the screenshots make it look absolutely terrible.

a better comparison might be the Hedge Knight Armor (http://skyrim.nexusmods.com/downloads/file.php?id=13961), which DOES have very good production values and very flattering screenshots, and is also performing very well without being sixualized at all.

a mod's success, especially for clothing and armor mods, has to do not only with the quality of the product itself but also with the quality of the presentation. both Hentai's armor and the Hedge Knight armor present themselves very well, with multiple posed screenshots showing off every angle as well as action shots showing how cool they look while doing actual game things. the Gothic Plate armor's screenshots are only there out of obligation, and lack any sort of umph or "hey you should really try this out!". it's basic marketing.

i really think Nexus's tag filtration system needs an overhaul. it's nice that i can search by tag, even if that's a pretty standard feature of every content-delivery website since like 2006, but the fact that i can't EXCLUDE specific tags is dumb. i also think the focus of tagging should be pushed into the forefront design-wise, so more people actively tag mods; maybe a tag cloud on the actual mod page that isn't tucked away in some unlabeled tab.

as much as i hate all the skimpy eroge transformation bikini armor [censored] going on (while at the same time loving the idea of turning Skyrim into some bat[censored] JRPG fantasy world with colorful clothes and poofy hats and big weapons (i'm playing with the Japanese dub right now, deal with it)) complaint without action accomplishes nothing.

Sorry but this is not a good reference as this is just a hacked models armor with parts made for the witcher game ... with all respect for the authors using stuff from other game , modders and external resources , I do not consider much talent into making those rehacks patchworks ...
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Bethany Short
 
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Post » Sun May 27, 2012 10:32 pm

Sorry but this is not a good reference as this is just a hacked models armor with parts made for the witcher game ... with all respect for the authors using stuff from other game , modders and external resources , I do not consider much talent into making those rehacks patchworks ...
regardless, it's realistic armor that's performing well. my comment on the production values was solely because he cited both the Hentai armor and the Gothic Plate armor to be of the "same quality", which they aren't. where it comes from or how much talent it took to make it doesn't really factor into this argument.
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Rhi Edwards
 
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Post » Mon May 28, 2012 2:45 am

Sorry but this is not a good reference as this is just a hacked models armor with parts made for the witcher game ... with all respect for the authors using stuff from other game , modders and external resources , I do not consider much talent into making those rehacks patchworks ...

Yep, although it's easier converting existing assets to work with Skyrim than creating from scratch - and does encourage new modders to start modding - and once they're hooked they then might start branching out into brand new content.

I've been using mods since Morrowind, but never successfully made my own until Skyrim came along...

I probably wouldn't have starting making mods from scratch (wouldn't have had the time or skill to learn how to create everything from scratch in one go!). My first released mod was a new version of ABCs for Barbarians (from Morrowind), and my second was adapting the monster mod (which itself uses creatures from The Witcher) by just removing the most lore-unfriendly creatures from my own game. I saw that others wanted a lore friendly version too, so I uploaded it and have kept adding (by removing, adjusting or renaming)

I also decided to learn how to retexture, as one of the textures in the original mod I felt could do with some adjustments...and have even started messing with meshes in Blender and Nifskope! I never would have thought to learn either of these without starting off by making a small adaptation of someone else's work.

Things kind of spiralled from there, and I'm now learning papyrus scripting...and am planning a more sophisticated quest mod made from scratch.
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Kelly John
 
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Post » Sun May 27, 2012 8:45 pm

Unless niftools and exporters are sorted, modding will prove to be limited and therefore will have a limited shelf life. We can only hope. But it doesnt look as if work is happening on those things. Not to my knowledge anyway.
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Johnny
 
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Post » Mon May 28, 2012 9:39 am

Unless niftools and exporters are sorted, modding will prove to be limited and therefore will have a limited shelf life. We can only hope. But it doesnt look as if work is happening on those things. Not to my knowledge anyway.
True that importers/exporters have many limitations, and you need to use NifSkope's magic, but still many things can be made - armours, all weapons, any clutter items, and architecture/furniture pieces.
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Victoria Vasileva
 
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Post » Mon May 28, 2012 6:56 am

I think this 1.6 beta just completely exploded the modding community back into life. :tongue:
It made sure they have no excuses anymore, at least. :P
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*Chloe*
 
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Post » Mon May 28, 2012 5:34 am

The death of the navmesh bug alone removed a critical barrier.
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Ross Thomas
 
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Post » Mon May 28, 2012 1:41 am

I've only released one mod, but I think I'm just as excited about this navmesh fix as the mod makers here are :P.
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LijLuva
 
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Post » Sun May 27, 2012 7:38 pm

Where is there an official mention of the navmesh fix?
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cheryl wright
 
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Post » Mon May 28, 2012 4:52 am

Where is there an official mention of the navmesh fix?
In the http://www.gamesas.com/topic/1376243-new-beta-update-on-steam-168706/: General AI pathfinding optimizations and bug fixes

A subtle mention of the bug, but some have tested and the navmesh seems to be working properly in the beta.
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Amy Melissa
 
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Post » Mon May 28, 2012 6:52 am

Where is there an official mention of the navmesh fix?
edit: ninja'd! :ninja:

In the change log. See the part about "pathfinding".
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Roy Harris
 
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Post » Mon May 28, 2012 9:20 am

Where is there an official mention of the navmesh fix?
General AI pathfinding optimizations and bug fixes
Edit: ninja'd twice
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ILy- Forver
 
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Post » Mon May 28, 2012 9:27 am

Give it time.
The Imperial City wasn't built in a day.
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Michelle Serenity Boss
 
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Post » Mon May 28, 2012 4:53 am

I've only released one mod, but I think I'm just as excited about this navmesh fix as the mod makers here are :tongue:.

I've released none, and i too am excited about the fix :hehe:
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Chris Duncan
 
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Post » Mon May 28, 2012 7:27 am

:unsure2: Let's hold the hoorays for now.
With just about every patch so far fixing one error has led to something else breaking.
Hopeful though.
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Rachel Tyson
 
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Post » Mon May 28, 2012 9:12 am

I've said all I've wanted to say on issues similar to this over the months..

This was supposed to be my modding debut, and for this to happen, required the use of navmesh. So I shelved my main project for other [censored] I wasn't even all that focused in doing. . . .
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Setal Vara
 
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Post » Mon May 28, 2012 5:04 am

Well, now you can un-shelve it! :cool:
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Claire Jackson
 
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Post » Mon May 28, 2012 9:19 am

It'll pick back up when they release some DLC. I just decided to come back. (Not that I do anything impressive. :P)
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Jessica Phoenix
 
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Post » Sun May 27, 2012 10:44 pm

There is however a treasure trove of info in the CK forum, but you've have to search.
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danni Marchant
 
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Post » Sun May 27, 2012 11:50 pm

Bugs, facebook, other games.

Lot's of distractions in the modern world.
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Blaine
 
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Post » Sun May 27, 2012 9:03 pm

As has been said, part of the reason is timing. Oblivion was a spring release, Skyrim is a winter release.

Do players and mod makers actually want a community? Think about that question for a few moments. I want to point out something I have noticed (and personally experienced, too). I think that this is an important question that must be asked (and answered).

If members of the Skyrim modding community continue to claim that what they happen to want/like/prefer is the only TRUE "good" modding while anything that they do not like/want/prefer is not, they will only alienate many people who would like to be members of said community (or current members who will simply leave, or who will be much less active, and certainly not interested in contributing).

For example... any of the people who have rather insulting posts here about "manga junk" or "doe-eyed races" (to name a couple of examples I saw skimming the thread) might want to actually watch "The Making of Skyrim" where one of the people involved in sound production explains how the team really wanted, and even tried, to use the actual sound of swords being unsheated and sheathed, but they could not because (you got it!) it just didn't work well in the game as far as what they wanted to hear and what they felt was "realistic." Therefore, they wound up using (and I quote) the "Hollywood" approach, and what you hear in game is not at all "realistic" because, well, actual sword sounds would not be embraced by players, at least in the eyes of the developers (and they are probably right, after all).

A community accepts diversity and does not insult/exclude members. Skyrim is Bethesda's most successful game to date, at least according to their own response to the worldwide reaction to the game after it was released. If the players and forum members want to accept a diverse community, then there is no end to the amazing creativity that we can see going forward. On the other hand, if players and forum members prefer to exclude any type of creative effort that does not meet their own personal perception of what is "good," then it is quite obvious that we will not have a diverse amount of offerings, nor will there be much interest by anyone who checks out the community but does not happen to share those specific tastes, no matter how talented or interested the person may be.

If anyone is seeing a lack of interest in modding, the reason could very well be that people who might be interested simply are not interested in being members of a community that does not welcome diverse preferences. I made several mods for Oblivion that I kept to myself because of the attitude by various members of the "community." I am certain I am not alone since Oblivion made Bethesda successful in Japan and other East Asian markets, and FO3 and FONV followed to some extent. I could see many talented people deciding to avoid the "community" due to this type of attitude. The community suffers for it in the end, but then people wonder why there is a lack of talented contributors.

Remember that someone's talent may not match your preferences, but that does not change their interests or abilities. It merely means that you have different tastes and preferences, similar to liking different foods, musical artists, or clothing choices.

So... do you want a community? Or not?
here! here! i see way to many people [censored]ing about free stuff. it's ok to not to like a mod but not bash someone's hard work just because you dont like. it's been said a thousnad times "if you dont like it, dont use it!!!" most modders seem to like constructive critism but understand a lot of them work hard to please the masses for NO compensation. my current skrim is so much better than the original, and that is thanks to modders. let them expore there creative side!!! the end user will benifit.

ask yourself "how far could pong have gone if there were modders back in the day?"
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Roy Harris
 
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Post » Mon May 28, 2012 5:03 am

As a modder, it's worth keeping in mind that just because something is free doesn't mean you can't criticize it, or even openly say you don't like it. The involvement of money doesn't change a thing as far as your right to raise a complaint provided it's legit.
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Andrew Perry
 
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