I'm not familiar with mods can someone enlighten me

Post » Sat Jun 09, 2012 3:45 pm

Ok i have never had a computer good enough to run good games like skyrim before. I plan to buy one once i get out of boot camp but for the here and now the creation kit that is coming out is it even possiable to make anything like that available for the consoles. I mean could they come out with the same thing or even a lower version i realize it would have to come in the version of dlc but again just trying to figure out how the whole CK works and let's people make more mods.
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joseluis perez
 
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Post » Sat Jun 09, 2012 11:15 am

It comes with all the tools they used to make the game, all the models and textures, and items which can be manipulated with CK. Modders can create content equal to and sometimes better than that of Bethesdas because they can focus on some small part of the game and they already have all the art and code assets at hand to work with, in other words they didn't have to make all the textures and models themselves, they were with the CK. They are looking into adding a mod community to consoles but noone reallly knows how to easily do that yet, they still really want the console community to have that part in the mod community; they're working to figure out how to get them together.
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vanuza
 
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Post » Sat Jun 09, 2012 10:30 am

It comes with all the tools they used to make the game, all the models and textures, and items which can be manipulated with CK. Modders can create content equal to and sometimes better than that of Bethesdas because they can focus on some small part of the game and they already have all the art and code assets at hand to work with, in other words they didn't have to make all the textures and models themselves, they were with the CK. They are looking into adding a mod community to consoles but noone reallly knows how to easily do that yet, they still really want the console community to have that part in the mod community; they're working to figure out how to get them together.
Thanks you that's helpful i'm glad to know it's on the agenda and just to make sure i have this right the CK well make people be able to make more mods of gretter quality in a fraction of the time with this CK that's cool and in your opinion would it be worth getting Skyrim for the PC after i get out of boot camp i won't be out for around another 7 months so do you think my xbox version well even compare with all the mods that well be out at that time ?
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Kahli St Dennis
 
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Post » Sat Jun 09, 2012 5:11 pm

you won't be seeing any interesting mods until the CK launches. which will be at least 5 months from now, judging by the way beth are handling things.
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Fiori Pra
 
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Post » Sat Jun 09, 2012 5:50 am

you won't be seeing any interesting mods until the CK launches. which will be at least 5 months from now, judging by the way beth are handling things.
Do i sense a bit of hostility towards beth ?
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no_excuse
 
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Post » Sat Jun 09, 2012 9:47 am

some mods of good quality are being made already without the CK, take a look here http://skyrim.nexusmods.com/ to see a sample but once the CK comes out a lot more will be made and if you want to make your own it will be a lot easier
I wouldn't expect the CK to take much longer but I'd guess Bethesda are (rightly) making patches their priority now
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Elea Rossi
 
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Post » Sat Jun 09, 2012 1:05 pm

Well, it should theoretically be technically possible to *load* and use mods on XBox or Playstation, but right now, Sony and Microsoft do not allow this. Part of the reason is fears that someone might use a craftily constructed mod to break out of the security that Sony/MS put on their consoles to prevent people from running copied games or third-party games (both companies, and Nintendo as well, charge a pretty hefty fee and royalty on anyone who wants to publish a game for their consoles). Copyright law doesn't really directly give them the authority to prevent other studios from developing games for their consoles, but they use technical measures to enforce the "licensing", and indirectly use copyright law - I don't know if this is still true, but at least in the days of the playstation one, I believe instead of having the full BIOS of the playstation in the rom chips on the playstation, part of the bios was in ROM, and the other part of the bios had to be included on the game disc. Since Sony controlled the copyright on the bios, nobody could ship a game disc with the bios on it unless they licensed it from Sony, so Sony could use copyright to prevent anyone else from running games on the Playstation.

The other, more immediate issue, I believe, is that Microsoft and Sony don't want to deal with people creating technical support requests to their helpdesks about mods which are causing problems for them with the game. Both Sony and Microsoft try to minimize tech support costs by ensuring that any games on their platforms are of a sufficient quality that most players won't ever need technical support. The cheapest technical support call or email is the one you never receive. If they allow mods, I believe they fear that they will get swamped with problems at their helpdesks.

However, it's unlikely that even if they allowed mods on the consoles, the Creation Kit itself would ever be available on the consoles - consoles are good for playing games, but not developing them. Generally, mod development would happen on PC with the CK, then you would download the finished mod without the CK to your console.
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christelle047
 
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Post » Sat Jun 09, 2012 4:13 am

Thanks you that's helpful i'm glad to know it's on the agenda and just to make sure i have this right the CK well make people be able to make more mods of gretter quality in a fraction of the time with this CK that's cool and in your opinion would it be worth getting Skyrim for the PC after i get out of boot camp i won't be out for around another 7 months so do you think my xbox version well even compare with all the mods that well be out at that time ?

Seven months from now there should be a pretty awesome selection of mods available. Buying Skyrim for PC around then is sure to give you a considerably better game than what people are playing now (it'll have both the CK created mods, plus Bethesda seem to be releasing some pretty awesome patches, judging by the performance gains the latest beta is producing.)

*Edit - just to add to the above post, you can plug a mouse and keyboard into a console, which would be absolutely necessary for any CK, but the CK itself is a serious memory hog, I don't think consoles would have what it takes to run it. Also a lot of mods (new meshes, new and edited textures, the Flash based user interface, etc.) are also produced with third party software rather than the CK, and I don't see any of that being available on consoles any time soon.
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phil walsh
 
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Post » Sat Jun 09, 2012 4:45 am

Well, it should theoretically be technically possible to *load* and use mods on XBox or Playstation, but right now, Sony and Microsoft do not allow this. Part of the reason is fears that someone might use a craftily constructed mod to break out of the security that Sony/MS put on their consoles to prevent people from running copied games or third-party games (both companies, and Nintendo as well, charge a pretty hefty fee and royalty on anyone who wants to publish a game for their consoles). Copyright law doesn't really directly give them the authority to prevent other studios from developing games for their consoles, but they use technical measures to enforce the "licensing", and indirectly use copyright law - I don't know if this is still true, but at least in the days of the playstation one, I believe instead of having the full BIOS of the playstation in the rom chips on the playstation, part of the bios was in ROM, and the other part of the bios had to be included on the game disc. Since Sony controlled the copyright on the bios, nobody could ship a game disc with the bios on it unless they licensed it from Sony, so Sony could use copyright to prevent anyone else from running games on the Playstation.

The other, more immediate issue, I believe, is that Microsoft and Sony don't want to deal with people creating technical support requests to their helpdesks about mods which are causing problems for them with the game. Both Sony and Microsoft try to minimize tech support costs by ensuring that any games on their platforms are of a sufficient quality that most players won't ever need technical support. The cheapest technical support call or email is the one you never receive. If they allow mods, I believe they fear that they will get swamped with problems at their helpdesks.

However, it's unlikely that even if they allowed mods on the consoles, the Creation Kit itself would ever be available on the consoles - consoles are good for playing games, but not developing them. Generally, mod development would happen on PC with the CK, then you would download the finished mod without the CK to your console.
Ok i do understand this but if it was truely a priority for microsoft and sony i believe that they could find the resources to make this work right would be better than spending money trying to make a kinect 2 that doesn't even have good game support yet
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Skrapp Stephens
 
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Post » Sat Jun 09, 2012 11:38 am

Ok i do understand this but if it was truely a priority for microsoft and sony i believe that they could find the resources to make this work right would be better than spending money trying to make a kinect 2 that doesn't even have good game support yet

I think it's more of a priority for Bethesda rather than MS/Sony, to be honest. As of right now I don't think MS/Sony really want anything to do with mods on their consoles.

Also, Bethesda has already said that we won't be seeing any console mods for Skyrim. They've said they're working on a way to make it work for future games, though.
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George PUluse
 
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Post » Sat Jun 09, 2012 11:22 am

Thanks you that's helpful i'm glad to know it's on the agenda and just to make sure i have this right the CK well make people be able to make more mods of gretter quality in a fraction of the time with this CK that's cool and in your opinion would it be worth getting Skyrim for the PC after i get out of boot camp i won't be out for around another 7 months so do you think my xbox version well even compare with all the mods that well be out at that time ?

Thats exactly correct: less time, higher quality, more efficiency
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sharon
 
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Post » Sat Jun 09, 2012 3:41 pm

Do i sense a bit of hostility towards beth ?

Do I sense a bit of unwarranted loyalty to a company that does not know you exist or care about you?
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Kevin Jay
 
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Post » Sat Jun 09, 2012 3:46 pm

Well, it should theoretically be technically possible to *load* and use mods on XBox or Playstation, but right now, Sony and Microsoft do not allow this. Part of the reason is fears that someone might use a craftily constructed mod to break out of the security that Sony/MS put on their consoles to prevent people from running copied games or third-party games (both companies, and Nintendo as well, charge a pretty hefty fee and royalty on anyone who wants to publish a game for their consoles). Copyright law doesn't really directly give them the authority to prevent other studios from developing games for their consoles, but they use technical measures to enforce the "licensing", and indirectly use copyright law - I don't know if this is still true, but at least in the days of the playstation one, I believe instead of having the full BIOS of the playstation in the rom chips on the playstation, part of the bios was in ROM, and the other part of the bios had to be included on the game disc. Since Sony controlled the copyright on the bios, nobody could ship a game disc with the bios on it unless they licensed it from Sony, so Sony could use copyright to prevent anyone else from running games on the Playstation.

The other, more immediate issue, I believe, is that Microsoft and Sony don't want to deal with people creating technical support requests to their helpdesks about mods which are causing problems for them with the game. Both Sony and Microsoft try to minimize tech support costs by ensuring that any games on their platforms are of a sufficient quality that most players won't ever need technical support. The cheapest technical support call or email is the one you never receive. If they allow mods, I believe they fear that they will get swamped with problems at their helpdesks.

However, it's unlikely that even if they allowed mods on the consoles, the Creation Kit itself would ever be available on the consoles - consoles are good for playing games, but not developing them. Generally, mod development would happen on PC with the CK, then you would download the finished mod without the CK to your console.

Your entirely correct, but generally it's impractical to bring mods to the consoles in their current state. With a flashed HD, a modded chip, and the right disc burner you can do it, but not the general public.

And you damn right about the reasons why they also don't want mods on console, although I think they'll come around sooner or later when they spot all the money to be made.
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Shiarra Curtis
 
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Post » Sat Jun 09, 2012 8:06 am

I think it's more of a priority for Bethesda rather than MS/Sony, to be honest. As of right now I don't think MS/Sony really want anything to do with mods on their consoles.

Also, Bethesda has already said that we won't be seeing any console mods for Skyrim. They've said they're working on a way to make it work for future games, though.

yup yup, Bethesda doesnt have to do customer service for console related issues... xbox ans ps3 do however..
maybe there's a middle ground for now, and we can hope for just what we want in the future.
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Sophh
 
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Post » Sat Jun 09, 2012 10:10 am

you won't be seeing any interesting mods until the CK launches. which will be at least 5 months from now, judging by the way beth are handling things.

Its #1 on their list... it's already dated like in a few days............ the latest it will be out is next sunday....
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Isabella X
 
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Post » Sat Jun 09, 2012 7:29 pm

Its #1 on their list... it's already dated like in a few days............ the latest it will be out is next sunday....

They said it'd be released within the week skyrim came out.

Then they said it would be january

now it's january's end and they STILL haven't given a concrete date.
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Lori Joe
 
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Post » Sat Jun 09, 2012 12:32 pm

There are a lot of great mods out right now, but they'll get better as people get experienced with the nuances of the Skyrim engine--which is very similar to previous engines, but each step to a new game requires updating your knowledge. Six months from now there will be better mods, and a year from that there will be even better (and bigger) ones.

There are many types of mods: mods that add hundreds of new spells, fix bugs, add armor or weapons, vastly alter how the game looks in many different ways, improve the looks by completely changing things to a personal aesthetic, improve the looks but remain true to the original game, improve NPC AI, make combat more real or less real, etc. This list just scratches the surface of what mods can do.

When you first get into modding (using or making), take your time, try a few simple things, and let the obsession that leads to spending hours getting your 400 mod setup working develop organically. ;)
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BethanyRhain
 
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Post » Sat Jun 09, 2012 6:26 am

There are a lot of great mods out right now, but they'll get better as people get experienced with the nuances of the Skyrim engine--which is very similar to previous engines, but each step to a new game requires updating your knowledge. Six months from now there will be better mods, and a year from that there will be even better (and bigger) ones.

There are many types of mods: mods that add hundreds of new spells, fix bugs, add armor or weapons, vastly alter how the game looks in many different ways, improve the looks by completely changing things to a personal aesthetic, improve the looks but remain true to the original game, improve NPC AI, make combat more real or less real, etc. This list just scratches the surface of what mods can do.

When you first get into modding (using or making), take your time, try a few simple things, and let the obsession that leads to spending hours getting your 400 mod setup working develop organically. :wink:
Me personally i would not be able to even start making mods until i graduate boot camp and i don't leave until april so around 3 months after that and then even after that i only get like a 10 day leave so it's going to be awhile but im not going to lie this topic i posted has got me interested. I am someone who knows a fair amount about computers i could no more but i'm no idiot around a computer so how does one make a mod ?
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Mari martnez Martinez
 
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Post » Sat Jun 09, 2012 7:30 pm

I am someone who knows a fair amount about computers i could no more but i'm no idiot around a computer so how does one make a mod ?

When the CK comes out, the Wiki will be made public. There are tutorials that lead you through how to make mods. Check out the various Wiki's and Tutorials for the Editors for New Vegas, Fallout 3 and Oblivion. They are not that different than the one for Skyrim.

If you want to practice with mods on a low end machine, you can get Morrowind which has an editor in it. That game can run on any laptop that has a decent 3D video card on it. The Editor in that game is similar to what the CK is for Skyrim. At least in the sense of major steps you take to make a mod.
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Yama Pi
 
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Post » Sat Jun 09, 2012 5:04 pm

in 2012, there should be some type of creation kit for consoles.

i shouldn't have to resort to pc use to play my games with stuff gamesas didn't include.
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Ricky Meehan
 
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Post » Sat Jun 09, 2012 6:24 am

in 2012, there should be some type of creation kit for consoles.

i shouldn't have to resort to pc use to play my games with stuff gamesas didn't include.
That's a terrible idea.
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Dezzeh
 
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Post » Sat Jun 09, 2012 4:34 pm

That's a terrible idea.

yes, advancement and forced gaming advancement are bad ideas.

money not being a factor is a bad idea.

creativity and implementation are not wanted.
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lolli
 
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Post » Sat Jun 09, 2012 7:03 am

Me personally i would not be able to even start making mods until i graduate boot camp and i don't leave until april so around 3 months after that and then even after that i only get like a 10 day leave so it's going to be awhile but im not going to lie this topic i posted has got me interested. I am someone who knows a fair amount about computers i could no more but i'm no idiot around a computer so how does one make a mod ?
To add to @CCNA's response:

Similar to making a movie or building a house, there are different skillsets required for making mods. Depending on what you're trying to accomplish, there's:
  • animation - kf files, similar requirements to modeling
  • modelling - building meshes, the actual objects in the game (requires nifskope + blender/3ds max/maya)
  • texturing - putting the "skin" on a mesh, usually dds files (gimp or photoshop + nvidia dds plugin)
  • scripting - programming AI, special events, adding dynamic options to the game (built-in, but there's also script dragon and skse)
  • creation kit - makes use of all of the above to add things to the game, can also edit records (db entries) to change existing game elements
Everything in the game is stored in files (an esm or an esp), which are essentially databases. The game reads these when it loads, and when required, loads models, textures and animations which are either stored as loose files, or can be collected into an archive (BSA). Some modding is done purely by editing esm or esp records, some involves making animation, models, or textures, and then editing records to add them to the game.

The Creation Kit is all about editing the game databases. Other tools (listed above) are used to create or modify specific content such as models or textures.

The above is a simplification, but it's meant as an overview that gives a basic idea of how it all works.
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A Boy called Marilyn
 
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Post » Sat Jun 09, 2012 9:58 am

To add to @CCNA's response:

Similar to making a movie or building a house, there are different skillsets required for making mods. Depending on what you're trying to accomplish, there's:
  • animation - kf files, similar requirements to modeling
  • modelling - building meshes, the actual objects in the game (requires nifskope + blender/3ds max/maya)
  • texturing - putting the "skin" on a mesh, usually dds files (gimp or photoshop + nvidia dds plugin)
  • scripting - programming AI, special events, adding dynamic options to the game (built-in, but there's also script dragon and skse)
  • creation kit - makes use of all of the above to add things to the game, can also edit records (db entries) to change existing game elements
Everything in the game is stored in files (an esm or an esp), which are essentially databases. The game reads these when it loads, and when required, loads models, textures and animations which are either stored as loose files, or can be collected into an archive (BSA). Some modding is done purely by editing esm or esp records, some involves making animation, models, or textures, and then editing records to add them to the game.

The Creation Kit is all about editing the game databases. Other tools (listed above) are used to create or modify specific content such as models or textures.

The above is a simplification, but it's meant as an overview that gives a basic idea of how it all works.
Thank you i don't plan on becoming amazing at modding right away but it's nice to have a basic understanding
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Joanne
 
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Post » Sat Jun 09, 2012 4:15 pm

you won't be seeing any interesting mods until the CK launches. which will be at least 5 months from now, judging by the way beth are handling things.

I completely disagree with this statement. Frankly, I've been amazed at the number of high quality mods that have been made available at SkyrimNexus without the benefit of the CK. It makes me even more excited for what's to come when the CK is released.
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Brooks Hardison
 
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