Limits of Modding
This has frustrated me for a long time. The limits of modding, both in a developing sense, and a gameplay sense. I'll cover both.
I figure that while we sit and wait for the next Elder Scrolls, and it's greatly improved editor (and multi-threading capabilities, I think) I'll take the time to rant about my grievances of the current generation editor.
Developing Limitations
Most developing limitations are due to the game engine and editor limitations. Simply the limits of how much RAM can be used by the engine, and lack of multithread support can cripple many modding endeavors (this is more of a gameplay hindrance however).
I want to concentrate on the editor limitations here though. After messing with the GECK (Fallout 3/ NV editor) a bit I realized how helpful a search function in the CS would be, it is an invaluable time saver. While modding DBE I ran into some roadblocks where I couldn't find a certain object quickly, and that costs time. Time is very valuable to a solo modder, as you all know.
However, most of my grievances from the editor are with NPCs, and the Quest/ Dialog system. These are just sluggish and nonsensical, if you step away from a mod for a week you're doomed with not knowing anything of what a certain quest stage, faction, or dialog option is used for. It's a haphazard system at best, and this is leading to why this is such a frustrating block to hurdle over. Roleplaying games are generally defined by dialog. In this environment dialog is very tedious to implement, and the style in which it is organized leaves no room for actual coherent dialog.
Most of the time in the CS though, it's not that you 'can't' do a certain thing but it's extremely tedious to do so. Like with the dialog, you can make as many responses as you like, but handling that quantity of dialog is damn near impossible.
The world editing (object placing, etc., ...) is quite good but the limitations here are of the tedious sort, where if you don't have millions of dollars and a few dozen world builders on your team you're going to have some trouble. In the GECK we found the awesome power of object groupings, where you could drag premade structures out and modify them as needed, which was very convenient. The best thing in Oblivion we could get was the Warehouse cells (which I recently discovered... shutup!) where you could copy out a section of a fort dungeon (example) and paste it into your cell. The Oblivion route would involve changing cells repeatedly as needed (be it bookshelves, hallways, clutter, or whatever you required).
Gameplay Limitations
Think of the many mods that add beautiful scenery, textures, or a handful of NPCs to liven up a town. These mods at best reduce the game to a just playable state, but combat... forget it, the lag would ensure not a single one of your attacks landing and your quick death. NPCs in the Elder Scrolls are designed much differently than those of most games. The NPCs have many, many processes running on them, meaning a couple extra NPCs to a city, or IC district and the lag becomes noticeable.
How about the many cool ideas, even properly implemented with no bugs that suffered from clunky interfaces because of limitations. While this can't be completely avoided in modding (obviously) Oblivion's clunky console oriented interface made this more of an issue than it needed to be.
Crashing. Meh, what are you going to do, right?
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Perhaps the funniest and most ironic modding limits lie not in the mods, but in the game itself... or does it? When modders make content at a higher quality than the vanilla game (large weapon overhauls, monster overhauls) it tends to stick out a bit. But the biggest problem I've had with this, is even when it's fully implemented and blended with the vanilla game, sometimes it can be too overwhelming. With the vanilla voice acting and quests in place where do these new things fit in? On top of it all.
This is mostly why I chose to do an overhaul mod, because not many other people were doing it. You could have the coolest armor, but where does that fit into the gameworld? You are walking through a town dressed in Tyrael's armor from Diablo II and to everyone else you're just a normal guy. The original guild's go on in their bland vanilla reality while the player and dungeons move on far ahead of them. In the end the towns get degraded to a simple merchant stop and going anywhere near an NPC unless they were running at you with a battleaxe to hear about their mudcrabs just breaks the immersion.
I suppose the rhetorical argument I'm getting at is that while I love my mod list from the new weapons, to realistic storms, to darker nights/ dungeons they don't seem to fit. Vanilla Oblivion was a centralized product, everything fit together, it was one package. While the hundreds of new monsters and weapons are great in the end they are mostly just pasted into the gameworld. My favorite mod Oscuro's Oblivion Overhaul is my favorite because it's the only one that seems to blend itself with the vanilla world. You can see the posted warnings in the cities about the new dangers in the wilderness, warnings penned by familiar Guard Captains, it seemed as though they were always there.
I had a concept I discussed with Pronam about for a while. About a mod somewhat similar to what COBL did except instead of working on 'mod - mod' compatibility it worked on 'mod - game' compatibility. The idea would be to implement factions based on where an NPC was from, where they lived, their occupation, etc., ... and condition categories of dialog for these groups. When a mod get's released and shows that it's popular a patch would go out for it incorporating some dialog, notes, and perhaps some other small things to tie it in with the world. This project would likely have some sort of group administering it to assure uniformity. I might make a topic about that idea another time, but for now I'll get back to my point.
The large host of mods, even very popular ones such as Martigen's Monster Mod seem disorganized in way. Although there's many new creatures and ingredient/ loot drops they only transfer to gold. How much more immersive would it be if you were to walk into a Mage's Guild and when you approach the Alchemist they propose to you a deal for all of your Hill Giant hearts? How about instead of someone putting their new weapons in some shop there were rotating ships in Anvil harbor that switched out every couple of days, new ships selling new goods. Just some way of breathing life into the world rather than dumping some new stuff into it. Even modifying leveled lists in dungeons mods like MMM only add to the disorganized chaos already occurring in them.
I'll cut this off for now I suppose but I'd like to explain my reason for this. While modding DBE I've modified much more than just the Dark Brotherhood (such as the Chorrol Sewers). The reason I ended up doing this (and unfortunately grossly delaying release) is because I wanted to enhance the Dark Brotherhood experience, not tack on some new stuff. The new dialog and story ties in with the vanilla game, your new items are explained, the other sanctuaries and their secrecy is explained, it fits. There's stuff here for any type of character, I'm just finishing a new necromancer dungeon actually! I've utilized notes pretty heavily as well as journals to help paint a picture of the Dark Brotherhood that the difficult dialog system wouldn't have allowed. I'm working within my boundaries, and showing no shame in using vanilla practices (simple dialog trees, dungeon pieces, etc.).
I want to give players a reason to play a new character other than some new sword or armor they get. I'm making an experience, no, I'm enhancing the original one. Remember when Oblivion was young and modding wasn't tedious? Remember when modding was fun? Playing Oblivion alongside my modding has kept me going and reminded me why I started modding in the first place. To fix all the damn crap that Bethesda messed up in the first place!
![[Image: dagonfaggerton.png]](http://i397.photobucket.com/albums/pp54/CommissarWest/dagonfaggerton.png)
Current Modding Projects:
Dark Brotherhood Enhanced
Released Mods
Get your ass kicked by a Genie!
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