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  1. #1

    Default Built-in mod system

    I think this would be a great idea. Civilization V has this. The developers for Civ V made it super easy to make mods and get them uploaded to the in game mod library. All you had to do is pick a mod, enable it, and then you would be abel to use it in the game. Pretty simple.

    Who else would like to see this for Rome II

  2. #2
    Lord Baal's Avatar Praefectus
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    Default Re: Built-in mod system

    It would be really convenient.
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  3. #3
    Inevitability won
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    Default Re: Built-in mod system

    So basically exactly what we have now.

    Download a mod, enable it (userscript), play.

    Pretty simple.

  4. #4

    Default Re: Built-in mod system

    Quote Originally Posted by .Mitch. View Post
    So basically exactly what we have now.

    Download a mod, enable it (userscript), play.

    Pretty simple.
    No, it's nothing at all what we have now. Have you ever played Civilization V before? With an in-game mod manager you wouldn't have to worry about viruses or having to worry about where to place all of the mods' files.

  5. #5
    Lord Baal's Avatar Praefectus
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    Default Re: Built-in mod system

    Quote Originally Posted by .Mitch. View Post
    So basically exactly what we have now.

    Download a mod, enable it (userscript), play.

    Pretty simple.
    I was unaware of a mod manager/menu incorporated to the game as of now, 2012.
    PROUD TO BE A PESANT. And for the dimwitted, I know how to spell peasant. <== This blue things are links, you click them and magical things (like not ending up like a fool) happens.
    Visit my utterly wall of doom here.
    Do you wanna play SS 6.4 and take your time while at it? Play with my 12 turns per year here.
    Y también quieres jugar Stainless Steel 100% en español? Mira por aca.

  6. #6

    Default Re: Built-in mod system

    If they go through the trouble to actually create modding tools, then I could see something like this coming about.

    Right now it's just something people do, but not really officially supported. If they spend the time and money to make modding tools then it becomes a feature of the game, and something they'll want to advertise on the main page of the game.

  7. #7
    Ballacraine's Avatar Domesticus
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    Default Re: Built-in mod system

    Other developers encourage the modding community by facilitating it in game to a certain extent eg. Taleworld's Mount & Blade & Warband.

    As they are building it at the moment, it would be great if they could incorporate something similar.

    Balla.
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  8. #8

    Default Re: Built-in mod system

    Would be awesome tbh

  9. #9
    Lord Baal's Avatar Praefectus
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    Default Re: Built-in mod system

    Swords of the stars, Dawn of War....
    PROUD TO BE A PESANT. And for the dimwitted, I know how to spell peasant. <== This blue things are links, you click them and magical things (like not ending up like a fool) happens.
    Visit my utterly wall of doom here.
    Do you wanna play SS 6.4 and take your time while at it? Play with my 12 turns per year here.
    Y también quieres jugar Stainless Steel 100% en español? Mira por aca.

  10. #10

    Default Re: Built-in mod system

    I would like to see something similar to what they have for Skyrim. It might be just like what your talking about, you go to the Mods for the game click subscribe and then its part of your game and you can have dozens of mods working at once.
    "There's Brave Men knocking at our gate, lets go kill them"

  11. #11

    Default Re: Built-in mod system

    AH! Civ5 is menu driven too .. easy to mod .. yes, easy .. actually helps users .. yes, helps users ... hmm

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  12. #12
    Lord Baal's Avatar Praefectus
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    Default Re: Built-in mod system

    In dawn of war you have a little menu where all the mods you have downloaded and installed are listed, you simply click one, click accept and the game changes to it. Having all the mods in a on-line repository manageable from within the game only makes it sweeter.
    PROUD TO BE A PESANT. And for the dimwitted, I know how to spell peasant. <== This blue things are links, you click them and magical things (like not ending up like a fool) happens.
    Visit my utterly wall of doom here.
    Do you wanna play SS 6.4 and take your time while at it? Play with my 12 turns per year here.
    Y también quieres jugar Stainless Steel 100% en español? Mira por aca.

  13. #13
    Blatta Optima Maxima's Avatar Vicarius Provinciae
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    Default Re: Built-in mod system

    They could do it like mount&blade does it - add mods to the launcher. Come to think of it, with a simple app, kingdoms had this too.

  14. #14

    Default Re: Built-in mod system

    M&B Warband has the best way Ive personally seen in any game, no mods work against each other you can have a bazzilion total conversions installed and none of them cause compatibility issues, main appeal- you only choose from the launcher what you wanna play it takes like 0 time and each has its own saves etc. Imo that is the way it should be done in every game

  15. #15

    Default Re: Built-in mod system

    CA provided us with a built in mod system, and have done since ETW. What none of you realise is that without the userscript file (which most of you never see due to programs such as Mod Manager) there's be no mods, just redistributed vanilla packs. Which would put the base size of even the simplest NTW mod at 2.7 GB, or 1.7GB for Shogun 2 (Yes, you could use packs in movie format but if there was no userscript there wouldn't be any need for different pack types = no mods). The current system is far better than Warband's of Civ's actually, as it allows people to use as many mini mods and customisations as they want at any one time. It's really not the mod author's fault that people get stupid and try and activate 3 or 4 major mods at once and expect them to work perfectly and with no bugs.
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