Modding, dying out?

Post » Mon May 28, 2012 5:50 am

I doubt Bethesda actually attempted to create a CK for console, and I don't trust anything that wiki says without a source. I've followed the pre-release news pretty closely and I'm sure they've never said anything like that.

They've considered the possibility of allowing player mods to be used on the console, and that's what Microsoft/Sony would not allow, but that's not the same thing. The mods themselves would still have to be made on PC.

Consoles aren't powerful enough to handle the CK anyway: It easily reaches up to 1 GB of RAM usage, consoles have 512 MB. That's just the start of the problems.
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Stace
 
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Post » Mon May 28, 2012 6:19 am


-snip-

So that's changed, I would have excpected a few more ambitious landscape mods;.. But its probably coming..

I'm not sure as I haven't checked up on this lately, but is the LOD generator in the CK still bugged? I know there was an issue with textures getting mixed up on the meshes. I think the example I was given were things like the mountain meshes suddenly having the same textures as roofs and whatnot.
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Rusty Billiot
 
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Post » Mon May 28, 2012 9:22 am

I don't trust anything that wiki says without a source. I

Yep, a lot of the info on there tends to be unsourced hearsay, rumour or opinion. A more reliable reference guide would be the UESP - http://www.uesp.net, or (for lore) - http://www.imperial-library.info/ (although the Imperial Library also includes original works (not used in-game) by Michael Kirkbride, one of the Bethesda Elder Scrolls writers, so opinion is split as to whether his work on there is canon or not).
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Jose ordaz
 
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Post » Sun May 27, 2012 6:08 pm

I did sort of infer from some comments from a Valve dude that they're working on increasing the 100 mb limit,, but its a big job as the server architecture is sort of not up for the job..

So that would be one hurdle removed.. I'm really struggling to keep the moonpath under 100 mb.. now all the creature textures are 1K instead of 2K , had to learn the FUZ thing from scratch to get the compression to work.

But, wait, that's only for the uploading at Steam Workshop, right? I.e. the uploaded mods cannot be larger that 100 mb, whereas you can do whatever you want in the ck?

I'm at around 200 mb with my ongoing project right now (mostly voice files), but never thought of it as a problem, as Nexus accepts all file sizes.
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louise tagg
 
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Post » Mon May 28, 2012 6:41 am

One little thing. Do any of you know why Beth never made a CK for the Xbox or PS3? They were going to but both Microsoft and Sony ordered them to stop immediately!
Except that for years Beth has been saying that they will never make a devtool for a console. There are SO many reasons that it wont happen, and I wont go into detail, but I can gurentee that they never even considered such a thing.
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Nichola Haynes
 
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Post » Sun May 27, 2012 6:13 pm

I honestly dont think modding is dieing out at all when you see down time like this it means modders are working hard on their mods it takes time you know. Actually I've even seen some modders that claim they quit but come back because they didnt realize how much fun they were having until they stopped.
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Ross Thomas
 
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Post » Sun May 27, 2012 6:39 pm

I did sort of infer from some comments from a Valve dude that they're working on increasing the 100 mb limit,, but its a big job as the server architecture is sort of not up for the job..

So that would be one hurdle removed.. I'm really struggling to keep the moonpath under 100 mb.. now all the creature textures are 1K instead of 2K , had to learn the FUZ thing from scratch to get the compression to work.
Also its true doing a big mod in the CK for skyrim,, you'r busier fixing bugs or struggling against the editor itself than creating the mod..
For me for instance i can't get the batched lip generator to work, (can get all the other batched stuff to work but not that) so it takes me 30 minutes to re-lip a new quest..

Also the limitations seem worst.. The moonpath is 95 mb or something, but it turned into a decent sized mod, with about 11-12 different area's , with about 3 totally new creatures (new meshes, textures skeletons etc, and over 130 voice lines with audio) And due to its size, (i'm guessing its preloaded when running skyrim) it takes a significant size of the mod "budget" and takes it into loading issues for many users. Causing the dreaded missing area's of vanilla skyrim bug..

Now I have no clue how beth precaches or preloads their ESM and esp files.. But it seems if whatever arbitrery load value is filled up, it should either prevent load, give a warning, or just load :smile: .. but not simply load everything,but nothing completely.. (which causes big pieces of the world and npcs to be "invisible"i.e. not loaded"

Don't get me wrong the CK is epic, but it does take a looot of hours to get something good to work.. So yeh that's why you see a dropoff,.. On the other hand the dragon carriage you can drive and stuff, that's way more advanced , just like the dragon flying mods.. Authors are really pumping out more quality mods.. Albeit smaller. Its strange my dinky moonpath which is just a giant dungeon in a sens,, is seen as one of the biggest questmods in area size, whereas if you compare it to deserts of aquina its positively tiny..

So that's changed, I would have excpected a few more ambitious landscape mods;.. But its probably coming..

I am not even tyring , Issgard is over 1.4 Gb compressed files ... if they won't increase the size beyond 100 mb I doubt that Steam workshop will see any Big mods on their servers ...
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Janette Segura
 
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Post » Mon May 28, 2012 4:41 am

But, wait, that's only for the uploading at Steam Workshop, right? I.e. the uploaded mods cannot be larger that 100 mb, whereas you can do whatever you want in the ck?

I'm at around 200 mb with my ongoing project right now (mostly voice files), but never thought of it as a problem, as Nexus accepts all file sizes.


You're fine . Tons of Skyrim files on Nexus are much larger than that. Interesting NPCs for example is absolutely huge because of voice files.
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Amy Cooper
 
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Post » Mon May 28, 2012 1:35 am

Thanks... I thought so :). Well, then we're fine - Nexus is a good and flexible place to upload mods.
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D LOpez
 
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Post » Mon May 28, 2012 7:42 am

I wouldn't say it's dying... however, it has been hamstrung because a lot of tools we've become used to just aren't there, as has been noted earlier. Two tools we had are essentially defunct: TESVSnip and Wrye Bash. Only Maxers have a working plugin (and that's classifiable as "after a fashion" at that). No TESVEdit. No Blender plugin. NIFSkope still borks up Havok data.

At least we still have SKSE.

(I hope I didn't just jinx SKSE development... :ermm:)
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victoria johnstone
 
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Post » Mon May 28, 2012 8:14 am

Stop calling Wrye Bash defunct, it's still the best at what it does. Just because it doesn't have all the functions from Oblivion doesn't mean it's defunct.
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Aman Bhattal
 
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Post » Mon May 28, 2012 5:40 am

The release version of Wrye Bash still lacks the official load order overhaul that's been out for what... two months now?
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Isabell Hoffmann
 
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Post » Mon May 28, 2012 2:36 am

The release version of Wrye Bash still lacks the official load order overhaul that's been out for what... two months now?

People shouldn't be using that version anyway, if you follow the Wrye Bash thread you'd know v296 from SVN is the supported version, and has had that working for ages. From what I recall none of the people currently keeping WB updated had access to upload it to Nexus.
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Laura Shipley
 
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Post » Mon May 28, 2012 5:28 am

yeah i followed the pre release data fairly closely and was called obsessed numerous times because i was telling friends information weeks before they received magazines. any ways if they ever did do mods for console it has been stated that the CK would only be on pc and console users would have to port their created mods from their PC to their Console or upload it to a database (like Steam Workshop) and then download it from there to their console.
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Kill Bill
 
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Post » Mon May 28, 2012 8:08 am

Thanks... I thought so :smile:. Well, then we're fine - Nexus is a good and flexible place to upload mods.

Agreed, although recently I've been uploading Oblivion stuff to TES Alliance.
Great staff, friendly, helpful.
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Erika Ellsworth
 
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Post » Mon May 28, 2012 4:00 am

People shouldn't be using that version anyway, if you follow the Wrye Bash thread you'd know v296 from SVN is the supported version, and has had that working for ages. From what I recall none of the people currently keeping WB updated had access to upload it to Nexus.
Actually we do, but there's still a few bugs Wrinklyninja said need to be fixed before he'd be comfortable with us pushing a release on our own. That's a discussion that should take place in the Bash thread though. Personaly I think whatever is left that's wonky is outweighed by the fact that the public release isn't functional for anything other than BAIN in Skyrim.
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Lalla Vu
 
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Post » Mon May 28, 2012 3:43 am

Actually we do, but there's still a few bugs Wrinklyninja said need to be fixed before he'd be comfortable with us pushing a release on our own. That's a discussion that should take place in the Bash thread though. Personaly I think whatever is left that's wonky is outweighed by the fact that the public release isn't functional for anything other than BAIN in Skyrim.

Yeah I remember now that wrinkly posted he got access to the WB nexus-site some time ago. I agree that the wonky is outweighed by the fact that it actually works, which the current release doesn't do properly. :)
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Epul Kedah
 
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Post » Sun May 27, 2012 6:59 pm

Hopefully the new patch will encourage some people! They've not forgotten us, at least :P
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Jonathan Egan
 
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Post » Mon May 28, 2012 8:32 am

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?
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Trevor Bostwick
 
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Post » Sun May 27, 2012 8:48 pm

Very well written, http://www.gamesas.com/user/383732-aitenshi1/. The "I would not use this mod, because it does not have..." posts (which I believe I have also sometimes written) also builds up to this. Your post made me realize this and hopefully learn something. Thank you.
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Mel E
 
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Post » Mon May 28, 2012 3:31 am

Im just going to read/respond to the OP, so if someones said this already disregard me :P

If you head over to skyrimnexus or steam, you will notice that mods are being uploaded at a slower rate each month. I know this is to be expected, but is it just me or did Oblivion (via the Nexus) feel like it had a ton of mods uploaded every week? I feel like the amount of mods we are receiving is what it should look like 4 years from now, not today.

One reason modding has always been so big was that Bethesda has never really done much, besides expansions/DLC, for their games post-launch. But now you have them adding big new features for free, also doing DLC, making fixes to their engine that modders have done/suggested, and all around doing a lot of things some mods would otherwise be doing. I dont see it having a huge impact on modding itself in the long run, but it may put off some projects because people might want to wait until Bethesda stops "messing with their game" like they did with the plugin load order fix a little while ago.

It could also just be saturation. Before(thinking Morrowind) if someone had come out with a mod that added a pack-guar, it was a really big deal. Even a basic companion mod was news... but these days modding is so much more 'mainstream' that almost anyone can make simple mods, and a lot of people are doing that. This is all a result of the earlier modders figuring things out, making tutorials and tools to help others, and Bethesda seeing it and wanting to give some support. So modding might not be a "big deal" like it used to be, but I think if you looked at numbers there are actually a lot of mods out there(like for example, there are over 500 companion mods on the Nexus if you include creatures).

It does take a few years for the really ambitious stuff to usually get done(not that there isnt already a lot of impressive stuff out), so there is that to consider as well. But what I can consider ambitious now is not the same as what I would have considered ambitious in Oblivion - stuff like Frostfall would have been huge in Morrowind but now it almost feels obligatory as theres what, 5-6 survival mods last I check? Plus mods will never stop being made, 10 years from now people are still going to be modding and playing Skyrim.
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Nina Mccormick
 
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Post » Sun May 27, 2012 8:48 pm



A point well made.

There is no such thing as a "good" or "bad" mod (well, save those few shoddily made mods that actually do cause legitimate problems in your game, but let's exclude those), what makes a mod "good" or "bad" is entirely a state of opinion.

For example: the mod I am working on right now, I would consider it a "good" mod (though I am a bit biased :tongue:). But many of my friends who I actively converse with about projects and other stuff are actually outside of the target audience for this mod. But does that make the mod "bad?" No, and they understand that.

It's the exact same way as these manga mods. They have a certain target audience. But because you are not a part of that audience does NOT automatically make the mod bad. It does mean there might be a few issues with the community at large if those are the biggest mods, but can you really blame someone for wanting to ride the wave?

The only mods that I would consider bad are those that are a confirmed source of crashes or save corruption. And that is a lot different from what I described above, as that reason is technical; a much more black-and-white picture than target audience.

Long story short: you do not get to dismiss someone else's work because you don't like the subject matter. I don't care what mod it is, every time this done, a wedge gets driven further into the community. Do I approve of sixy/manga/doe-eyed-race mods? No. Does that make them bad mods, then? No. It just makes them mods I won't download. That doesn't mean I do not respect the author for taking the time to make a FREE add-on for a game as loved as this one.

Yes, the community isn't exactly the definition of good taste, but that does not ever permit you to use another modder's work as a lightning rod, especially since you aren't paying a dime for it. We desire constructive criticism. Hateful comments chastising what we do because you don't approve of the subject matter will only get you as far as our ignore list.
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jason worrell
 
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Post » Mon May 28, 2012 2:05 am

Well it seems that the Navmesh bug has finally been fixed with the 1.6 beta, further testing is needed but all reports are so far good!

If that is fixed then there will certainly be a modding BOOM! :cool:
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Rob Davidson
 
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Post » Mon May 28, 2012 5:49 am

I think this 1.6 beta just completely exploded the modding community back into life. :P
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Jay Baby
 
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Post » Sun May 27, 2012 8:20 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.

I think it's the other way around, and this is especially noticeable on the nexus where a very big portion of mods are anime-oriented and/or sixualized. In fact realistic armors/weapons/companions,etc are a minority and many modders that make those kinds of mods might be shunned away by the community or their mods drowned in a pool of skimpy armor and plastic makeup. Go to the comment section on a realistic armor mod, and you'll see people begging the author for a "female" version (even when a female version is already provided, they just want a sixualized version). But if you so much as ask for a toned down version on a skimpy armor you get called on and reported.

But to address your point on anime mods: yes, they sometimes get called on or hated (not so much anymore with mods giving away bans like bread), but thats something to be expected if you bring something like that into a medieval gritty RPG. Still they exceed by far the realism mods, so i dont really see any body to your complains.

Oh and as proof of sorts:

11 endorsemants: http://skyrim.nexusmods.com/downloads/file.php?id=13627

725 endorsemants: http://skyrim.nexusmods.com/downloads/file.php?id=11871

Same quality, different content.
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CArlos BArrera
 
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