Posts Tagged ‘Mods’

Diary: Rock And Roll With The Gorons Of Hyrule: Total War

By Christopher Livingston on December 17th, 2013.

Are you rocks ready to rock?

Here’s the premise of the Hyrule: Total War mod for Medieval II: Total War Kingdoms. Link, the hero of Hyrule, has tooted some somber notes on his Ocarina and vanished into the past, presumably on a mission to assassinate Navi’s grandfather. The rest of Hyrule, comprised of 20 different factions, is competing to fill the Link-shaped void. The result is like something out of fevered fanfic, where the Deku can battle Darknuts, where the Ghoma can invade the Gerudo, and where someone with a long-standing Zelda-based grudge can finally settle the score.
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As Voted For By Some Guys: Top 100 Mods Of The Year

By Alec Meer on December 13th, 2013.

It’s harsh but fair to say that our coverage of the mod scene is not presently at its most abundant. This is because of our recent enrolment in The International Church of Code Purity. The thought of all those innocent, virgin games being corrupted into something Other by the greasy, hungry hands of third parties makes us sick to our very souls. Down with this sort of thing.

If you remain a heathen and have not joined The International Church of Code Purity, your pagan mind might enjoy browsing ModDB’s player-voted round-up of the top 100 mods of the year. Don’t ever darken our pristine doorstep again, mind.
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It’s 2013 And I Want To Play Quake: In The Shadows

By Ben Barrett on August 21st, 2013.

Time for a confession: I’m not a Quake guy. I’m not a Quake guy to the point where I haven’t even played Quake. It was old hat by the time I was all in on video games and I chose the wonderful Unreal Tournament over Arena due to preferring better games. But here I am, intrigued and somewhat astounded by what modder Simon O’Callaghan has managed to do with the seventeen year old engine. Essentially, In The Shadows is a semi-conversion that adds a stealth system and whole new campaign to the aging beast, but it also hits some specific me-shaped buttons. Sneak past the break for a video and a little more in-depth explanation.

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After Eight Years, Battlefield Project Reality Hits 1.0

By Nathan Grayson on July 31st, 2013.

Any time I see people running at airborne helicopters, I think of that scene from The Protector where a screaming man leaps off a skyscraper and toward a fleeing helicopter/his certain doom for the sole purpose of kneeing someone in the face.

I haven’t played Battlefield 2′s Project Reality mod (or any Battlefield 2, really) in ages, but this is still a very exciting occasion. Eight years. That’s how long it’s taken one of the best-known mods out there to be deemed fit for 1.0 status. It’s been more than playable (DOUBLE PLAYABLE) for probably longer than I’ve been alive, though, and it’s proven succulent with delicious intrigues time and time again. In my experience, rigorous team play is the name of the game, and anything less is met with swift, pulpy, never timely (yet always right on time) death.

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GTA IV On PC To Be GTA VI By Time GTA V Comes Out

By Nathan Grayson on July 30th, 2013.

Despite the headline, this screenshot looks weirdly similar to GTA I.

OK, maybe not officially, but modders are ensuring that Grand Theft Auto IV continues to sprout bells and whistles like a million retail chains the second Christmas shopping season starts. It’s become remarkably more attractive, gained entire landmasses, and received the most important upgrade of all: Iron Man. But that’s not enough. It can never be enough. So modders have taken to grandly thieving Grand Theft Auto V’s features and cramming them under GTA IV’s hood. First up: cross-city character-swapping.

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Mods And Droxers: Drox Operative SDK Released

By Adam Smith on April 18th, 2013.

Every single person who has ever complained about ARPGs being pinata-popping clickfests should play Drox Operative, or indeed any of Soldak’s previous explorations of the genre. A dynamic world, diplomacy, warfare and randomised quests all combine to make a game that avoids the tedium of gathering loot for loot’s sake. A few days ago, Soldak released an SDK for the game, containing documentation, examples and tools to assist modders, which means the universe should become even more interesting in the coming months. If you haven’t played Drox yet, consider this post a timely reminder to try the demo, at the very least.

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Go Wild: Torchlight II Gets Mod Tools, Workshop Support

By Nathan Grayson on April 3rd, 2013.

Reducing pandas to a subservient role after WoW did so much to elevate their societal status? Frankly, it's sickening.

Torchlight II‘s actually already seen some rather brilliant mods, which is impressive given that modders have only been able to paddle themselves through its stat-laden sea of systems with their wits. For its part, however, Runic promised official mod support ages ago, and now – after maybe a little more time than most people were expecting – it’s finally delivered. So then, what do burgeoning loot pinata crafters have at their disposal? GUTS. Which, honestly, was how I would’ve answered that question no matter what because I’m in a weird mood right now, but luckily, it’s actually relevant in this case! That, you see, is the name of Torchlight II’s spiffy new modding suite, and it locks in with Steam Workshop like a gem into a modding-suite-shaped socket.

There is also a panda.

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Beyond The Alpha: Have Fun In Arma 3

By Craig Pearson on March 22nd, 2013.

One. Is Looking. For Something. To. Do. Over!
The scenario: you have the Arma 3 Alpha and you’ve exhausted the stock missions the game comes with. You’re also rubbish with the editor, and you don’t live with someone Arma Arm Armasson, who can show you what to do with it. Don’t worry. There’s no such person, so you’re not missing out on his sage wisdom. And Arma 3 is pretty easy to have fun with. Here’s what people have been up to
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Miner Wars 2081 Source Code Made Available To Modders

By John Walker on March 21st, 2013.

The best sort of source code is available source code. So it’s splendid news to hear that the developers behind Miner Wars 2081, Keen Software House, have made the code for both the full game and the engine available for all purchasers of the game – although for modding only. So that’s all 360,000 lines of code for you to stare at in bewilderment. Or if you’re not me, to start fiddling with.

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Mega Modders Bring Sonic Unleashed To The PC

By Craig Pearson on March 21st, 2013.

STARING EYES
How do modders mod games without any mod tools? It’s a conundrum I have no intention of finding out the answer to, because in my mind the modders are Timothy Olyphant and Robert Downey Jr. as two mismatched hack cops with 24 hours to hack the game or the terrorists will destroy the concept of Greenwich Mean Time. Tim has played by the rules all his life, but he needs someone who thinks outside the box to help him into Sonic Generation’s twisty code. Tim’s just shouted that he’s ‘cracked the backdoor’ and RDJ responded with a smutty remark and a raised eyebrow that was a little too suggestive. Tim tried to laugh it off, but the sexual tension is now palpable. What’s that, Robert? Why, that’s crazy talk. It would never… oh my god, he’s in! He’s made it. He can now mod Sonic Generations. They just hugged in celebration! But this post isn’t about my entirely appropriate manflesh fantasies (find out in my upcoming feature film, “Sexy Hacks”). No, this is about a Sonic Generations total conversion, bringing the previously non-PC Sonic Unleashed to the master system.
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SimCity Modder Tells Us Offline Regional Play Easily Done

By John Walker on March 16th, 2013.

A key moment in the week’s SimCity shenanigans was unquestionably the appearance of a video from a modder, Azzer, announcing he’d found a way to remove the game’s offline timer. The final nail in the ridiculous-claims coffin, this mod demonstrated that everything but the asynchronous multiplayer was running on your home machine. We got in touch with the man behind the mod, one Azzer, and he had a lot more to say. In his opinion, the information coming from the servers is so rudimentary that despite Maxis’s claims, there shouldn’t be any problem at all in simulating the regional play offline.

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Power MMOverwhelming: StarCraft Universe Prologue Live

By Nathan Grayson on February 19th, 2013.

On today's episode of When Things Look Bizarrely Similar For No Real Explicable Reason: http://www.rockpapershotgun.com/2012/11/14/oh-the-lack-of-humanity-primordia-out-next-month/

StarCraft Universe is a fan-made StarCraft MMO and – in all likelihood – the closest thing to World of StarCraft we’re gonna get until Blizzard realizes it wants all the money instead of just most of it. You might find it a bit weird, then, that StarCraft Universe – Chronicles of Fate is entirely single-player. But paving over a fundamentally RTS-focused engine with an entirely different genre is apparently a slightly complicated process, so developer Upheaval Arts is taking baby steps. But hey, that still means we get an (admittedly WoW-ish) single-player StarCraft RPG in the meantime. Worse things have happened. Maybe. I assume.

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Insane Torchlight II Mod Adds New Class, Monsters, Raids

By Nathan Grayson on January 30th, 2013.

When you played through Torchlight II, did it feel like something was – I don’t know - missing? Wait, for real? Because there was a whole, whole lot of stuff in Runic’s brilliant sophomore slasher (read that phrase again; videogame lingo is weird sometimes, you guys), so I was mostly joking for the purposes of introducing this sentence: Torchlight II was a glorious loot pinata explosion of glowy, sparkly, monster-y things, but a positively mad mod team has decided to add more anyway. Heaps more. A new Necromancer class, 108 Elite monsters, 28 raid dungeons, a new hub, and new quest lines. And that (available right now) is only the beginning of a plan so absurdly grandiose that it may as well be the sun to vanilla Torchlight II’s tiny disposable travel bag flashlight.

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