Posts Tagged ‘mod tools’

Total War: Attila Assembly Kit Mod Tools Released

By Alice O'Connor on April 30th, 2015.

First things first: make a map of your workplace.

Let’s play a guessing game: what sort of mods will we see for Total War: Attila [official site] now its official mod tools are out? Game of Thrones, that seems an obvious world to bosh into a medieval strategy game. Probably Warhammer Fantasy, I’d imagine, even though Total War: Total Warhammer – War Tote is now official. All sorts of rebalancing and tweaking and prettifying and historical doodads too, I’m sure.

Total War devs The Creative Assembly released Attila’s Assembly Kit yesterday, which can make all sorts of mods and comes with Steam Workshop support.

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Grand Theft Auto V Rains Whales As Modding Ramps Up

By Alice O'Connor on April 27th, 2015.

I have a little rule about finishing games in their original form before I lark about with mods or cheats, but seeing whales rain from the sky in Grand Theft Auto V [official site] does make me want to start dicking about pronto. As the development of unofficial mod support comes at a staggering pace, we now have a cheaty trainer you could use to run around as an invulnerable, unarrestable, and heavily-armed lout or, if you’re a peaceful sort, become a humpback whale flopping about on land. Yeah, I am tempted to break my rule to play silly beggars.

This is only the start of modding GTA V, of course. For now, come watch this daft whale video.

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Zombify Your Life: Dying Light Mod Tools Released

By Alice O'Connor on April 14th, 2015.

Mod me good.

Wonderful things, mods. Without them, we’d have far fewer readme files in the world. Today Dying Light [official site] joined in on the mod fun with the release of its official mod tools, which let folks create levels, script quests, and whatnot. You too could make a map of your office and populate it with lookalikes of your office who tell you how cool and ruggedly good-looking you are. But please do remember to write a readme explaining that.

Or, for non-modders, good news: I see a load of new Dying Light things to play coming your way.

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GalCiv III Adds Custom Factions & Mod Support

By Alice O'Connor on March 30th, 2015.

Tch, why conquer space for anyone else? Why march under the banner of the Krynn Syndicate when you could be The Confederacy of Ian? Who could stand up to the economic power of The Michael Empire? And imagine the terror enemies would feel lining up against the Aliciance fleet.

You can now make that happen in Galactic Civilizations III, as the latest update on its way through Early Access added custom factions, not to mention mod support.

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Making Things To Build – Cities: Skylines Mod Trailer

By Alice O'Connor on February 26th, 2015.

I suppose we do post about Cities: Skylines [official site] a fair bit, but that’s partly because it’s a big chunk of (current) future hopes for a whole genre. Me, I’m well catered-for as I mostly play games in thriving genres like ‘shooting men’s faces’ and ‘dreamy wandering around surreal landscapes’. But with Cities XXL a wash, a minor update spun off into a so-called sequel, what else is coming soon for people who dream of building grand cities? So here, have a trailer going over Skylines’ mod support, which’ll let you make things to build.

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Mod-Me-Defs: Dying Light Mod Tools Coming

By Alice O'Connor on February 6th, 2015.

Johnny Protagonist engages in the exciting new sport of Xtreme Modding.

Techland, makers of Dying Light [official site], have announced they plan to release official mod tools for the free-running zombie ‘em up. Developers actively encouraging mods rather than simply tolerating them is grand in this day and age, when official support in blockbusters is rarer than it once was, and especially after the kerfuffle surrounding Dying Light mods over the past fortnight (I’ll explain in a bit). They haven’t said yet quite what the tools will support or when they’ll arrive, only that they’ll be “extensive”. Good-o!

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Craftwar: StarCraft 2 Editor Adding Warcraft III Assets

By Alice O'Connor on February 3rd, 2015.

The remade Sentinel lineup.

Warcraft III‘s mod scene is grossly underrated, I’ve muttered into many a pint glass. Yes, yes, we know it was where MOBAs and tower defense games really took off, but so many more inventive and interesting and weird games bounced around, types of game I haven’t seen since. I always thought this was helped a lot by WC3 having a huge range of units and wildlife and odd art assets folks could repurpose, making mods about more than soldiers. Delightfully, loads of those WC3 bits are now coming to StarCraft II‘s editor, Blizzard have announced. The main Hero units are getting modern makeovers too.

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Mod Tools And Megalodon: Depth Patched

By Alice O'Connor on December 17th, 2014.

HEY GUYS WHAT'S GOING ON OH ARE WE LEAVING THE BOAT NOW OKAY COOL I'LL JUST GRAB MY COAT HEY GUYS WAIT UP GUYS HEY!

“Just when you thought it was safe to go back in the water…” is not a line Depth developers Digital Confectioners have used with their divers vs. sharks game’s latest update, probably because they don’t want to be awful people with tired jokes. Baby, grinding jokes into dust is what I do.

Just when you thought it was safe to go back in the water, Depth has surfaced with a big patch. ‘The Big Catch‘ has added mod tools and several new shark species to fight against (or devour men as), including a chuffing megalodon. Megalodon! The terror of the Cenozoic seas!

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Feudal Fingerpainting: Mount&Blade 2’s Level Editor

By Alice O'Connor on October 2nd, 2014.

Here's one I made earlier.

Our last post about Mount&Blade II: Bannerlord was one year and four days ago. That won’t do at all. Oh look, here’s a new video from developers TaleWorlds showing off some of the game’s engine and its level editor. That’s the level editor we hoi polloi will get to use too, creating our own huge landscapes and castles for sandbox feudal fun. It supports that pleasant MS Paint-style sweepy-draggy landscaping creation style, among other techniques, so even my crack at making a majestic forest might not end up looking like a foolish child’s paint-splattered macaroni art.

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Conjure Up New Levels With Trine & Trine 2’s Editor

By Alice O'Connor on September 25th, 2014.

Who knew scorpions were so complex?

If someone could kindly make a Trine 2 level that’s a big huge grappling hook playground with daring leaps and grand fairytale vistas, I’d be much obliged. Developers Frozenbyte have released public beta versions of the level editors for both its magical puzzle-platformers, you see, but I’m oh so horribly busy this week. They let folks create new levels, edit existing ones, and put together their own multi-level campaigns. A string of grappling hook playgrounds, perhaps.

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Build-A-Biohazard: Plague Inc’s Mod Tools

By Alice O'Connor on September 23rd, 2014.

Not very subtle, werewolves.

While I was off on my hols last week, video games found new ways to kill everyone in the world. Oh, video games! Plague Inc: Evolved are now making their own pandemics and epidemics as developers Ndemic Creations have released the scenario creator they used to make the game. More than simply making horrific diseases (though some are making horrific diseases), folks have whipped together plagues based on vampirism and lycanthropy, Triffids, a cyberpunk technobrain virus, and even political movements. Plague Inc is a game modelling how things spread within society, after all.

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Oh! Fable Anniversary Is Out Today With Mod Tools

By Alice O'Connor on September 12th, 2014.

Hey buddy.

Starting to write this post about Lionhead announcing mod tools for Fable Anniversary, I went to check the release date and price (you know, standard news post details), only to discover that crumbs! It’s out today! That snuck up quietly, didn’t it? Well there you go: Lionhead’s fancied-up remake of ye olde Fable from a decade ago is out later today, and will have mod tools to mess with and replace art assets. That’s the limit of their potential, but it’s presumably enough to e.g. turn the final boss into Peter Molyneux dancing around wearing a dinosur onesie.

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Now Modding: Saints Row IV’s First SDK Release

By Ben Barrett on September 3rd, 2014.

If you’re some how bored of the massive collection of mostly ludicrous weapons in Saints Row 4, you’ve come to the right news post. Over on the Saints Row Mods forum, the first part of the SDK for the raddest of last year’s open world games has been released. SR4 already had a modding scene, you see, mostly for skin creation and modifying existing assets to look a little nicer or tweaking the game in mechanical ways. This first release contains tutorials, templates and tools for weapon model modification, using stuff from the newly-announced Gat Out of Hell expandalone as an example.

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