Tainted Grail: The Fall of Avalon

Tainted Grail: The Fall of Avalon

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Modding tools?
Is there plans for mod support, or better yet, actual modding tools? Park of what's kept Skyrim alive for all these years are modders. Would love to see this game have support.
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Showing 1-15 of 20 comments
OlMaltelO Mar 31, 2023 @ 9:00am 
Mod support is planned, yes
Dirty Wizard Mar 31, 2023 @ 9:12am 
I wonder if some of the skyrim modders will migrate to this game
OlMaltelO Mar 31, 2023 @ 9:30am 
Probably not too much. Creation engine runs on C++, unity runs on C#. So theres that. But some, maybe
SecondLeaseGamer Mar 31, 2023 @ 11:00am 
Originally posted by Dirty Wizard:
I wonder if some of the skyrim modders will migrate to this game
It'll likely totally depend on if the devs release modding tools and how good those tools are. Skyrim's modding tools were practically the same tools bethesda used to make content for the game. So it was pretty open to modders.
eurotrash Mar 31, 2023 @ 11:08am 
I don't care for mods, unless the product itself is utter garbage that needs users to fix it, but I can see how some people might. But first things first, Skyrim was great without the mods out of the box for what it was, only after that fact quality mods that expand an already great game make sense. Plus mods is not just the editor, but also download and in game cross-checking system , virus checking etc.. some mods can really be bug infested nasty things that screw up your game and system... And THIS COMPANY will get the blame.
Last edited by eurotrash; Mar 31, 2023 @ 11:11am
Astaroth910 Apr 1, 2023 @ 6:37am 
i seconds, for they type of game this is mods are a really good idea. more community content mean more longevity for the game and better value for gamers .
LumberingTroll Apr 1, 2023 @ 6:48am 
Well, as its on Unity the Harmoney API will allow quite a bit mod modding that way, but an official tool set would be amazing, especially if it allows for environment design, and access to a lot of mechanics and systems in the game.
SecondLeaseGamer Apr 1, 2023 @ 8:09am 
Originally posted by LumberingTroll:
Well, as its on Unity the Harmoney API will allow quite a bit mod modding that way, but an official tool set would be amazing, especially if it allows for environment design, and access to a lot of mechanics and systems in the game.
The fear hear is that there wont be official modding support and that people will be stuck modding with things like Beppin EX which is what Valhiem has done and why it has such limited modding capabilities.
Extinction Apr 2, 2023 @ 2:09pm 
Originally posted by SecondLeaseGamer:
Originally posted by LumberingTroll:
Well, as its on Unity the Harmoney API will allow quite a bit mod modding that way, but an official tool set would be amazing, especially if it allows for environment design, and access to a lot of mechanics and systems in the game.
The fear hear is that there wont be official modding support and that people will be stuck modding with things like Beppin EX which is what Valhiem has done and why it has such limited modding capabilities.

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)
SecondLeaseGamer Apr 2, 2023 @ 3:48pm 
Originally posted by Extinction:
Originally posted by SecondLeaseGamer:
The fear hear is that there wont be official modding support and that people will be stuck modding with things like Beppin EX which is what Valhiem has done and why it has such limited modding capabilities.

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)
You arent acknowledging how much more difficult it is to create mods for games using BeppinEX like Valhiem and RiskofRain, given that we have to work backwards to figure out where things are stored, how they are loaded, and how to inject our own code. When it comes to Skyrim, everything is a lot simpler as the official modding tools allows us to add mods as if they were entirely new expansions. There is no having to reverse engineer how to get custom code loading into Skyrim. Thats already accounted for by the devs tools and we just have to put our ESLs into the correct directory.

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.
Extinction Apr 2, 2023 @ 5:06pm 
Originally posted by SecondLeaseGamer:
Originally posted by Extinction:

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)
You arent acknowledging how much more difficult it is to create mods for games using BeppinEX like Valhiem and RiskofRain, given that we have to work backwards to figure out where things are stored, how they are loaded, and how to inject our own code. When it comes to Skyrim, everything is a lot simpler as the official modding tools allows us to add mods as if they were entirely new expansions. There is no having to reverse engineer how to get custom code loading into Skyrim. Thats already accounted for by the devs tools and we just have to put our ESLs into the correct directory.

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.
Last edited by Extinction; Apr 2, 2023 @ 5:29pm
Freak4Leeks Apr 2, 2023 @ 11:39pm 
Originally posted by OlMaltelO:
Mod support is planned, yes

Source, I'm so g*ddamn close to buying this game,

DRM free. Check
Dark Fantasy. Check
Modding support..... ?


whoops accidentally bought it.
Last edited by Freak4Leeks; Apr 2, 2023 @ 11:56pm
dande48 Apr 3, 2023 @ 4:35am 
I'm almost surprised Skyrim modding tools don't already work for this game... since it's mechanically a near clone of Skyrim, and all.
OlMaltelO Apr 3, 2023 @ 4:41am 
Originally posted by dande313:
I'm almost surprised Skyrim modding tools don't already work for this game... since it's mechanically a near clone of Skyrim, and all.
well... its a totally different engine?
SecondLeaseGamer Apr 3, 2023 @ 7:54am 
Originally posted by OlMaltelO:
Originally posted by dande313:
I'm almost surprised Skyrim modding tools don't already work for this game... since it's mechanically a near clone of Skyrim, and all.
well... its a totally different engine?
Think it was a joke. tongue and cheek, referencing how similar the two games are.
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Date Posted: Mar 31, 2023 @ 8:47am
Posts: 20