METAL GEAR SOLID V: THE PHANTOM PAIN

METAL GEAR SOLID V: THE PHANTOM PAIN

Why the lack of MODS for MGSV? (also SIDE-OPS mods?)
I expected this game to be one of the most moded games of all time, yet any mod that comes out is just rubbish.

I was wondering why would this be the case for such a great game?

And to be more specific, where are all the SIDE-OPS related mods that could save this games future?

My biggest complaint with the game so far (yes chapters are OK to me, theres nothing that I outright hated, your milage may vary, let it be.) is the dullness and lack of variety of the SIDE-OPS missions.

Get the prisoner, get the soldier, eliminate the armor, shoot some zombies is just not enough...

Why not have an "ambush a caravan" mission where you get to set traps, or chase them all western style on your horse or whatever?

Or steal some documents, or steal a vehicle, and do something with it, or participate in battles to aid waring factions in Afghanistan / Africa?

Speaking of which, why is there a lack of random events LIKE the clashes between factions that we hear so much off in the game conversations?

And where are all the walker gears that both Afghanistan & Africa are suppose to be littered with as according to the game conversations.

I don't know, I don't expect the developers to do anything about it, but moders sure as hell could, I've seen similar stuff moded in Skyrim, and Fallout 3, so why not MGSV ? Q.Q
< >
16-30 / 53 のコメントを表示
Jesse 2015年11月29日 15時03分 
I'm on the phone lol fence* about this subject, I do really want mods for TPP but at the same time I know such things would destroy MGO coming out in a couple months...

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.
最近の変更はJesseが行いました; 2015年11月29日 15時03分
Dr.Bees 2015年11月29日 16時27分 
Hellion の投稿を引用:
I'm on the phone lol fence* about this subject, I do really want mods for TPP but at the same time I know such things would destroy MGO coming out in a couple months...

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)
ZetaZaku 2015年11月29日 16時37分 
MassiveD の投稿を引用:
lexilogo の投稿を引用:
The main reason is that Skyrim/Fallout directly support mods. Bethesda games have been extremely mod-friendly from the start with their Creation Engine. That, and I imagine the Fox Engine might be a little difficult to work with regarding advanced modifications. People have been able to do model swaps and simple weapon upgrades for the time being.

There might be advanced mods in the future, but don't count on it.

Not finishing your game + making it unmodable for others, that's the real phantom pain, thanks KONAMI
Well that's what Bethesda pretty much does. Releases barebone games like Skyrim and Fallout and has fans mod the ♥♥♥♥ out of them until they don't even resemble the vanilla version.

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.
Viktor 2015年11月29日 16時51分 
Adam_Vania の投稿を引用:
fwiw i really like the side ops. i dont think they are dull at all. and at 150 there is lots of variety.
You meant 15, right? Because there are 10 of each kind which are all the same :D
Tex 2015年11月29日 16時58分 
I guess the usual reasons, for a given game it needs a playerbase of a certain size, a fraction of that will actually look for/use mods, a fraction of that will have the technical skills to mod the game.

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.
Dr.Bees 2015年11月29日 17時35分 
Tex の投稿を引用:
I guess the usual reasons, for a given game it needs a playerbase of a certain size, a fraction of that will actually look for/use mods, a fraction of that will have the technical skills to mod the game.

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
Denuvo
Tex 2015年11月29日 18時15分 
MassiveD の投稿を引用:
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.


Tex 2015年11月29日 18時20分 
Komachi の投稿を引用:
Denuvo
From the posts here it obviously hasn't stopped the memory editors all the cheaters are aparently using. It also hasn't affected me in my script modding at all, nor the various data table and model swap mods others have done.
Sarda 2015年11月29日 18時25分 
The biggest headache to me is they keep overwriting files and sometimes moving them around to different .dats. I'm honestly sick of finding and reediting files with how often this game updates, I assume this is also the case for the majority of the other modders on the Nexus as the majority of the mods there are out of date. When they finally stop updating it you'll probably see a lot more mods happen.

Tex の投稿を引用:
Komachi の投稿を引用:
Denuvo
From the posts here it obviously hasn't stopped the memory editors all the cheaters are aparently using. It also hasn't affected me in my script modding at all, nor the various data table and model swap mods others have done.

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.
最近の変更はSardaが行いました; 2015年11月29日 18時25分
Tex 2015年11月29日 18時34分 
Sarda の投稿を引用:
The biggest headache to me is they keep overwriting files and sometimes moving them around to different .dats. I'm honestly sick of finding and reediting files with how often this game updates, I assume this is also the case for the majority of the other modders on the Nexus as the majority of the mods there are out of date. When they finally stop updating it you'll probably see a lot more mods happen.
That's a software engineering problem as old as time, but is definately a bigger issue for games without official modding methods.

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.
最近の変更はTexが行いました; 2015年11月29日 18時48分
Tex 2015年11月29日 18時44分 
Sarda の投稿を引用:
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.
Ah, did no know, but is that the usual - memory locations often change when a program does, and people just move on - or does denuvo do something more to shift memory around?
最近の変更はTexが行いました; 2015年11月29日 18時50分
Sarda 2015年11月29日 18時50分 
The minecraft modding community solved this by choosing to stay on version 1.7.10 while like 20 updates have happened since then. We don't have that luxury because we're bound to Steam's autoupdate.
ZetaZaku 2015年11月29日 18時56分 
Sarda の投稿を引用:
The minecraft modding community solved this by choosing to stay on version 1.7.10 while like 20 updates have happened since then. We don't have that luxury because we're bound to Steam's autoupdate.
That's not KojiPro's fault and neither is it Valve's. This is not minecraft where they bring big changes once every ten years, they are adding new stuff every one-two weeks. So obviously everyone has to be on the same version for that to work, this being a game with PvP option.
Sarda 2015年11月29日 19時05分 
Zeta Zaku の投稿を引用:
Sarda の投稿を引用:
The minecraft modding community solved this by choosing to stay on version 1.7.10 while like 20 updates have happened since then. We don't have that luxury because we're bound to Steam's autoupdate.
That's not KojiPro's fault and neither is it Valve's. This is not minecraft where they bring big changes once every ten years, they are adding new stuff every one-two weeks. So obviously everyone has to be on the same version for that to work, this being a game with PvP option.

They could just have a opt-out of multiplayer for people who want mods. Lot of people want that...
< >
16-30 / 53 のコメントを表示
ページ毎: 1530 50

投稿日: 2015年11月29日 13時44分
投稿数: 53