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翻訳の問題を報告
Bethesda games were fine to mod because they didn't have any online function. TPP will however, I don't want MGO to be the new CSGO or GTA5 with hackers running rampant.
Well there are thousands of hackers already in FOB missions (funny how non-lethal defence still fuks them up, since they can be stunned and fultoned, lol).
That being said, how would having mods effect the metal gear online?
Especialy the sort of mods that I was talking about, like adding caravans, and other sorts off new side-ops / world events like factions clashing in the open world, etc (stuff that should have already been in the game to be honest.... all they had to do was lift stuff out of PeaceWalker and crowbar it into MGSV, litteraly everybody would have been happy with that)
I'd love every game to have easy modding, but sadly that can't happen always. Especially Japanese games aren't really mod friendly. From what I've seen it's usually Valve games and western RPGs that have a big mod scene since the devs offer support for it. And yeah, having an online option kind of makes it difficult.
On the technical side, for a given game engine that has no official modding support: If it's new then people are starting from scratch.
File formats have to be reversed engineered and tools built to allow unpacking/repacking it.
Model/texture swaps are usually the base line of what's posible since it's just data modification.
Any gameplay data modification requires the game to have seperate data files for that kind of stuff, or alternatively the memory locations hunted down for memory editors. In this case TPP does, and there's some mods out there for that stuff.
Gameplay mods require the engine to have some kind of scripting system. Again, TPP does but: The core script files were minified, making them a lot more difficult to read (not something that can be reversed by a tool in a meaningful way). The other half of the script files took a while to be decrypted, these are the ones more directly related to mission and quest set up.
Beyond that there's still a lot of data that people haven't really looked at as far as I know. There's tools to decrypt them (one thing the community at least has/has is good tool creators), but a lot of the data is just data and would require more effort to figure out what it represents.
Source: Been modding the gameplay scripts nearly every day for months and am the author of the most complex TPP mod as far as I can see.
It current version has about 100 downloads, with steamcharts saying 7000 players of TPP for current 24hr peak, this is about 1.4% of users. Given no other data points I have no real insight to that.
What sort of mod did you make, what's it called? I'll look it up :3 yeah, I don't know what I was expecting starting this post, just wanted to write down what I feel is missing in TPP. Sometimes I wonder if the game was intentionaly designed to be satisfying "just enough", but leave some sort of lingering feeling that something is missing, a pain even, of the phantom variaty >_> stupid briliant kojima-san, you can never be sure with him
Even as a veteran mod user of a bunch of games over the years and also modder of a couple I thought that TPP modding would gain more traction.
A few people did some cool stuff early on, but moved on for understandable reasons, but no eveidence of anyone doing continued significant work. As said the tool guys were/are great, but they need information from people working with the game data to continue their stuff.
Basically I hoped I wasn't an outlier in my ability, which honestly isn't great in the wider scheme of things or dedication, but that's mostly down to still enjoying what I'm doing.
Any way, my mod Infinite Heaven is mostly a settings and tweaks mod, but has accrued over 50 options changable by a (not so great) in-game menu.
http://www.nexusmods.com/metalgearsolidvtpp/mods/45
But does have some good gameplay extending options in its Subsistence mode for any mission, and allowing replay of any side-op so you can replay some of the good ones the game doesn't normally let you.
Actually if you follow CheatEngine forums their work on the memory editting has basically stopped and just the resources part of it that they update now to keep working. Why? Because, the game updates to often to bother keeping it up to date, all the authors said screw it and moved on. Amusing but sadly it's probably the thing that killed the modding scene too.
With a bigger community methods would likely have been created to ease this a bit, but it's still not easy, and for many it's a breaking point.
See the minecraft modding community vs version changes for examples.
They could just have a opt-out of multiplayer for people who want mods. Lot of people want that...