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19

For RPGs, you might look at: Elder Scrolls: Skyrim Elder Scrolls: Oblivion Construction Wiki Elder Scrolls: Oblivion, Modding Faq Mount and Blade Mod Repository M&B is more recent than Oblivion, but both are still played (and worth playing). For MMOs, Edward83's recommendation of Lua is good, however - for World of Warcraft, you would only be using ...


17

First of all, you should decide what part of your game is scripted. One option is to have a fully scripted game in the sense that while the time-critical backend operations are coded in C++, all the game logic is in the scripting language. Designers use the backend as a library called from the high level scripting language. On the other extreme, you can have ...


15

Download MCP, aka the Minecraft Coder Pack. This is how all the mods were released, and I've used it a couple of times, albeit for simple mods.


14

Well I'm not going to write a whole tutorial (because I have limited time right now) but I will link you to some resources and give some tips. Firstly if you are going to mod Minecraft in any way, you want to go to the modding wiki. I had a look around the wiki, and found a basic mob creation tutorial. There is a massive mod creation tutorial here. You ...


14

I'd say the language is not much of a deciding factor here, it's really just how flexible and data-driven you make your game that defines it. Every game runs on a set of data (e.g. everything from levels, meshes, configurations, items). The difference between a normal game and a moddable game is that the later provides tools that allow the user to modify ...


13

It depends on how you want to design your mod system. I'll explore two of them. SDK Most likely you will require that your modders use the same language as you do, and load up mods via reflection (or similar, depending on your language of choice). This will obviously limit you to languages which can do late binding - and there are a good many that can do ...


11

A JAR is simply a ZIP file, containing the various class files and other metadata used - it's a completely standardized format. ZIP files can be extracted, and the class files can be edited as necessary for the modification. The modified files are then added back into the archive, which makes the server use the modified files instead of the original ones. ...


10

You create qvm files using the c-compiler in the Quake SDK. You can't edit QVM files. (You could technically modify them using a hex editor, in the same way that you can modify other compiled programs, but this is not useful for your purposes.)


10

Bethesda specifically asks for experience with their development tools when applying to a position with them. So, if you want a job at Bethesda, successfully completing a mod project is a great step to take to put your foot in the door. If you don't want to work for Bethesda, a successful mod project still goes a long way to help you. Just think of how ...


10

Make the modding tools very easy to use. There should be a tool for creating the mod, and a fast way to test the mod, ideally live creation if that's practical for your game. Make the distribution and installation of mods dead simple (think steamworks). People are more likely to make mods if they know they'll be used! A rating system will give recognition ...


9

You could look in the game code to find the code for enchanting. Since that takes away experience, it should tell you how, although it may be in levels. Also, you could look in the code for the anvil. In those, you should find variables for experience. You could probably subtract from those variables for every 2 or so blocks that you mine/dig/chop, like the ...


8

No, you can't really do this. First of all, PlayStation 1 games were shipped on CD, which is read-only media. By definition you can't write to it, so modifications are out of the question. So you may be thinking that you could grab an emulator and a CD image and modify that, but again you're stuck. You don't have the source code to the game, you don't ...


7

Elder Scrolls is a great start, but I found the best RPG engine to get people really started modding is the Neverwinter Nights Aurora engine, simply because they have the largest collection of public tools for modding, and you can really get a feel for what it feels like to work on a game with their tools. http://nwn.bioware.com/developers/


7

In addition to the games Cyclops mentioned, Fallout 3 and Fallout: New Vegas use the Oblivion engine and are highly moddable.


7

From a development perspective, anything you would have on a usual server (world objects etc.) must be modded into the server mod while things such as rendering those world objects, must be included in the client mod. If the client mod has no need to have data from the server that it can't already access, then it doesn't need a server mod. So a mod that ...


7

I'm going to start off by being That Guy and noting that this site is the wrong place for this question. It's a potentially non-trivial legal issue whose precise answer, under various circumstances, will likely depend on details of local law and legal precedent, as well as on the relative abilities of the lawyers on each side to twist said law and ...


6

Single player mods are hacked versions of the original code. Multiplayer mods are different right now. They almost all use hey0's server wrapper, which links in the minecraft_server.jar (or whatever the term is in Java land) but defines its own functions classes, overloads some of the core functions, and runs its own main() Hey0 provides a mod API. See


6

"If M, how ? It's easy for him to avoid any kind of punishment as "the mod" is free and therefore there are no business entities and hence M can simply leave no information about himself." It doesn't matter whether it is non-commercial/free or not. Copyright always applies if something is being distributed. M only wouldn't be guilty if he wouldn't ...


6

Note: This answer is in response to an earlier version of the question, which asked both whether P is liable in general and whether if P = M allows P to profit from copyright infringement" As I understand it, the primary question is "If a modder breaks the law, is the creator of the base game liable?" The answer to this is generally no. The other answers ...


6

I have done this, though it's not by any means simple. I'm working on a modification for the PSX NTSC release of Final Fantasy VII, 'Rebirth', that involves some minor changes to battle logic. Generally speaking the procedure is to Find the executable or overlays (this takes some reversing; you basically just have to watch for big chunks of data being ...


6

Follow these two principles: Make your game data-driven. Make your data files human-readable.


6

It depends on what kind of modding the game allows. When the game in question already includes a sufficiently powerful script interpreter, one could write a transcompiler which takes a script written in LUA and transforms it into a program in the scripting language of the game so that it can be executed. Alternatively, one could even create a LUA ...


5

You need a couple of things: Basic Java programming skills MCP (Minecraft Coder Pack) A code decompiler (EditRocket, Eclipse, NetBeans) A good idea that nobody has done already (Unless you want to do it for practice) After you have those, you need to set up MCP. You can find videos on how to do that on youtube. (I don't know if you have Windows XP, ...


5

The most popular language: See Lua (Programming language) and Lua (Programming langugae) - C API Example: IBM has a great article on this: Embedding LUA


5

Babycastles, the indie game arcade in NYC, is starting an initiative to help people setup similar venues. The software bundle they use for their cabinets is on GitHub: https://github.com/edibletoaster/Babycastles-Trollkit It's still early in development, but it manages restarting games and generates AutoHotKey scripts. Since it was use for their ...


5

Roblox is a game scripted in Lua, it's 3D, free (You can pay for virtual money), and has lots of tools. Lua is a very easy language. Roblox is a basically a website, where you make games or play games. There is a shop to customize your avatar and buy gear. The only problem is that mostly everything in the shop is extremely expensive. The games in it can be ...


5

According to this interview http://www.youtube.com/watch?v=h5ebFjlLptE , doing a mod for Skyrim will help if you want to be hired at Bethesda. For Valve or Bioware, I don't know, although it probably won't hurt. Also, it depends on the kind of development you do. If you are a core engine programmer, I doubt a mod will show your abilities.


5

When modding games, you'll be vulnerable to legal action from two places. First, from the original game creators. I'm not sure how common this is now, but at one point making mods was against most EULA's because it required reverse engineering the game files. I'm sure there are plenty of games that still have this type of clause to try to combat hacks and ...


5

There are many factors that improve modding abilities in a game. Nevertheless, most games don't allow you to replace core programmings. But if your "hope is that anything can be replaced with custom code", there are two key features you should provide to the community. Your programming style must be clean and legit so that other people can easily ...


5

Many (especially older) cartridge-based consoles have homebrew development subcultures that have built CompactFlash-based cartridges that you can purchase, load up with your home-brew ROM, and insert into a (usually modded) system. For the NES, the most popular option seems to be the PowerPak from RetroZone. It does not appear to require a modded NES, since ...



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