Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
valheim has actually 0 modding limitations. Skyrim is far more limited in this regard. Bepinex and harmony allows to change the game fundamentally in all aspects, 1000x more than skyrim ever could. To be fair, using skyrims tools are easy, but go and try to add custom animations to it, you will need to inject code into a compiled c++ dll, good luck with that. (although some modders have done exactly that)
If BeppinEX was remotely as good as official mod support, we'd have a lot better mods with new bioms/bosses/etc. Instead, most mods are pretty basic rewrites of certain game mechanics/abilities or items.
you misunderstand. ESL is no code, its scripts at most. They are highly limited. SKSE is an example of a code mod that works via code injection, or look at skyrim engine fixes, that is code injection. They are 10x more complicated than anything that you may do in risk of rain in regards to code mods. Also there are a lot of new survivor mods in risk of rain and its actually pretty easy to add new levels to the game also. All the big skyrim mods are made by huge teams, some have more than 20 people working on a project. Risk of rain mods are made by single people, where most never worked with any 3d software before. Skyrims modding base is, or was, at least 100x bigger than that of valheim and risk of rain combined.
Also without all those skyrim reverse engineers, most of the bigger mods wouldnt even be possible due to engine bugs, that have been fixed by these ultra talented people.
Let me show you some limitations of base skyrim:
1. you cant add any new animations without dynamic aniation replacer (highly complex code mod)
2. most modded perks are broken without the skyrim engine fixes(not talking about the unofficial bug fixes mod), google ability condition bug
3. you cant do anything special with perks or abilities, want to create a mod that allows you to buy perks with dragon souls? not possible.
4. Want to add a new weapon type that actually is not just a sword(or any other available weapon in base skyrim) in disguise? guess what, not possible.
and thats just the tip of the iceberg. Sure its easy to throw together some cave system and add a few models here and there, but you will be limited a lot. And a lot of big mods had to do some ugly work arounds to get their mod working.
also no, we dont have to figure out a lot of stuff when modding mono games. They are all the same in their core, modding them is the same, reading the code is the same. Get any C# decompiler and you will have perfectly readable code. Get familliar with harmony and you will be able to modify any readable C# executable ord dll all the same.
oh and lets take rimworld as an example, the only difference is, is that rimworld already has a dll loader created by the dev himself (bepinex is nothing else than a dll loader for unity games). Half of rimworlds mods are code mods and they expand hugely beyond the base games scope. None of these game-changing mods would have been possible in skyrim.
Source, I'm so g*ddamn close to buying this game,
DRM free. Check
Dark Fantasy. Check
Modding support..... ?
whoops accidentally bought it.