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Leave the voice the same for extra humor.
He's already got the riding animations, he's set up for outfit skinning already, basically should work with a little creativity for every animation.
Because he's ♥♥♥♥♥♥♥ terrifying in everything he's in.
Then you really don't know how modding works. 95% of games don't have mod support. And yet most games have a modding community. Take RE2/RE3 remake for examples. No mod support, and yet it's a big enough community we have Patreons dedicated to it.
Monster hunter World is another example. Absolutely no official mod support, Capcom even tried to nuke mod support with Iceborne release. How's that community going? Stronger then ever.
Literally it is time, and how popular the game becomes. That is the only two deciding factors in modding. If someone can pull the models, and reinsert them, it will have mod support. Very limited yes, but it will still have mod support. As long as the nude modding community can get one naked model in the game, it will have rudimentary mod support.
Likewise for more indepth mods, all it takes is one individual with talent to write a tool or a dll to hook into the game. That's it. Again absolutely perfect example of that is Monster Hunter world. Most non lewd mods are overlays, allowing mods to be loaded from a folder, quite a bit of quest overhauling, etc. All because individuals loved the game so much they harnessed their experience to literally hack into the game.
Exactly this. Popularity of the game is definitely the biggest factor.
Unless the devs take an active role from the beginning of development , it is almost impossible to prevent modding. If the community is active enough, and there is great incentives for modding, mods' gonna happen. As xPreatorianx has pointed out, models can be swapped. This is generally one of the most common things in modding. Modding the logic of the game is harder. Models and values (currency, stats, etc...) are almost never hard to be swapped. This is a result of assembly/machine code generation. These things are easy enough to spot in the dlls or other libraries of the game. They usually either appear as a decimal value in the translation or, in the case of a model, an absolute/relative path. Few to no dev would go through the trouble of hiding these values as it would slow down performance by a ton. It is possible to do so, but this MUST happen at the beginning of development. Unlikely to happen for a port.
Though, for this game, I do think it's unreasonable to expect tons of mods. One of the huge factor here is community. We'll have to see when the numbers get crunched in. But I doubt it's going to be substantial enough to warrant the time of experienced modders.
The Thunderjaw is scary as hell just by its self.
- Significant nerf for Tearblast Arrows / tear effect
- Slighter nerf for Corruption Arrows / effect
- Inventory improvements
- Drop rates improvements (like, increase probability of something that has not dropped for a while to drop over time). Farming certain drops got boring.
- Map: more filter / search options (e.g. search specifically for a type of machine grounds, etc)
Agreed, I believe we'll have model swaps. I highly doubt we'll have logic oriented mods, quest mods, etc. That does take a crap ton of work. But again, it all depends on the popularity. At minimum we'll get a nude mod. And if a nude mod is possible, depending on how it's done, we'll get texture swaps or model swaps. We'll also of course get the inevitable cheat engine script.
Hell we even have some mods for Shadow of the Tomb raider and that's the most unfriendly moddable game I've seen to date. We have outfit/texture swaps and a nude mod.
I mean the dream is to have physic-supported nude mods. Like in Monster Hunter: World. But
that means we'll need access to vertex data for model animations. I need to research how MHW modders managed to pull that off. That there is some real dedication.