"If it was easy, it wouldn’t be a shortcut, it’d just be the way. "
Modding varies from game to game, but having been doing it for nearly 40 years now, I can say it has generally become easier in the titles that want you to and harder in the ones that don’t.
Depends on the game and how the mods work. I just did a bunch of mods on Morrowwind and there was a tool for it and it was straight forward. GTA IV was super straightforward loading the mods I thought. Dolphin game mods I thought where a little funky till I spent a little time with it and was like oh this makes sense they way they are doing it and I was being a dummy not fully reading the instructions
Isn’t GTA IV a bit difficult to mod? I feel like I recall using OpenIV and having to track down the correct directories to install each part of a mod the right way
As the name suggests, a mod is “modifying” the game, in ways that the original creators never intended to support. That’s why out of very few exceptions (such as Paradox and Steam mods), there is not a centralized hub maintained by the creator to organize and apply mods. But since there are some similarities between certain games (such as the game engine they run on), sometimes there is a third party mod launcher/installer which simplifies things. Thunderstore is an example.
The process tends to be different for every game because every game is made differently. To boil the concept down, basically if there’s no official interface for custom functionality (such as a plugin system), then modders will usually “hack” this in themselves. Installing the mod often means replacing a game file with one that hooks into the game, to be able to load custom code and custom game resources.
You’re not missing anything. Heavy modding of older games PC can be a pain in the ass.
You can usually find a somewhat coherent and structured guide that will give you a step by step process, but will still be time-consuming (and there will likely be exceptions or outdated information).
The best option is to keep mods to minimum unless you know what you are doing and it’s a game that you play on a permanent basis.
Heavy modding of older games PC can be a pain in the ass.
Sometimes the older games are the easy ones to mod, and the new games make it intentionally difficult. Doom, Duke Nukem 3D, Quake, Deus Ex are all mod-friendly.
It can also depend on how much work the mod developer puts into making it easy.
(I notice you have an MiB as your profile pic and Deus Ex’s Liberty Island skybox as your profile banner lol)
I was so confused for so long here. I forgot that Men in Black were in Deus Ex. I was just like “How the hell does Tommy Lee Jones connect with this?!”
If it’s non-standard engine (“sourceport” in Doom terminology) with its own scripting infrastructure (like GZDoom) then sure. Vanilla and Boom compatible engines are kinda tricky, DeHackEd isn’t exactly the easiest modding approach. Mapping-friendly - for sure, but modding - less so.
Can’t say that I’ve ever had this issue. Usually mod authors will tell you where to install them, or package the files in a folder structure such that there is no thinking involved.
Like most things, you’re just “an idiot” until you figure it out. Like any skill, the more you practice the better you get. Just take the time to understand it better and it will start making more sense eventually.
Yeah, I usually just follow the instructions, which seems to work 99% of the time. The main problem is usually if a mod still works with the latest game version.
Most games were never made to be modded. The communities are hacking mods into these games, many of which were even designed to make modding harder. (Because mods compete against sequels or something? I dunno. Intellectual property is a mental illness.) It’s not terribly surprising that games that weren’t meant to be modded have confusingly inconsistent methods for loading mods. Because those mods work fundamentally differently from game to game. If a mod happens to be easy-ish to install, chances are it’s either quite a simple mod (a model/texture replacement or some such, or just something that’s not terribly hard to mod) or a lot of work has been put into making it easier.
It’s more that most games aren’t made with consideration for modding, this means you can have core gameplay elements hidden in encrypted packages and modding is limited by what you can actually get access to. Sometimes the devs/publishers will actively make mods harder though. Really depends on the game, the company, how determined people are to mod it, how long the game’s been out for, the engine and probably a bunch else that I haven’t thought of right now.
Also the timeline usually matters. Mod methods can change as game patches are released. Mods can have mod patches. Mods can be deprecated for new mods or mod methods. Mods can have other dependencies. Install order sometimes matters.
I think OP is right; mods can be messy, complicated, and a lot of work.
About to finish Alan Wake 2 and its DLCs. It’s a great game but for me it’s bit too artsy fartsy. The flow breaks each time you switch the character, which in turn affects the pacing. Having said that the concept is cool, the fmvs integrated into the game are really high quality, they act as emmisive light sources, causing surroundings to reflect it. Pretty cool.
bin.pol.social
Najnowsze