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Arma 3 dinosaurs photo
Arma 3 dinosaurs

T-wrecked: Arma 3 getting a dinosaur mod


Arma does what Battfieldon't
Feb 24
// Steven Hansen
Arma always seems like the reasonable next step for people who like Battlefield for its tactical or somewhat sim-like elements. Apparently it's the next destination for those who enjoy Battlefield's dinosaur Easter eggs as well, because someone is making a full dinosaur mod for Arma 3. I am excited for it. Dinosaurs should be the next zombie. Throw 'em in everything.
Papers, Please photo
Papers, Please

Mod adds Arstotzka from Papers, Please to Civ V


Best check those borders
Feb 14
// Alasdair Duncan
Mashing two games together in a mod isn't always a recipe for success but this new mod for Civilization V looks like it might hit the mark. Steam user Snakeeater 337 has created a mod that adds Arstotzka, the country from Pap...
Bully zombie mod photo
Bully zombie mod

There's a zombie mod for Bully because of course there is


IN MY HEAAAAAAD
Jan 11
// Steven Hansen
In gamers' quest to put zombies in every game that isn't zombies, there is a Bully zombie mod in progress. It's currently a free roam zombie sandbox, but the team is planning a storyline as well. The saving grace of any zomb...
Skywind photo
Skywind

Skywind modders release first developer video


Yes, mods can have dev diaries too
Jan 06
// Alessandro Fillari
Last month saw the alpha release of Skywind, a Skyrim mod that transports players back to the land of Morrowind. More than just a rehash of old content, the developers have reworked and altered much of the original game's me...
Just Cause photo
Just Cause

Just Cause 2 Multiplayer is ModDB's mod of the year


The website's readers obviously like chaos on a massive scale
Dec 27
// Alasdair Duncan
The recently released multiplayer mod for Just Cause 2 has won the ModDB's Mod of the Year award. Fully released on Steam just two weeks ago, the mod allows a huge number of players to fight or race each other in the game's ...
Xbox One controller adapt photo
Xbox One controller adapt

Use a DualShock, mouse/keyboard, and more on Xbox One


Mod-ern romance
Dec 11
// Steven Hansen
Thanks to the ChronusMAX, Xbox One owners aren't limited to the console's default controller. As the video shows, you can get DualShock 3, DualShock 4, Wii U Pro Controllers, PS3/360 fight sticks, and even mouse and keyboard...
Garry's Mod photo
Garry's Mod

Garry's Mod has sold over 3.5M copies since release


The creator talks about the success and appeal of the mod
Nov 25
// Alessandro Fillari
Garry's Mod, otherwise known as GMod, has been a long-time fixture of the Steam and PC gaming community. In it, player's can take existing character models, objects, and environments, and experiment with them in a variety of ...
Rise of the Triad modding photo
Rise of the Triad modding

Rise of the Triad adds quicksaving and releases mod tools


Create custom maps
Oct 31
// Joshua Derocher
The popular remake of Rise of the Triad is adding support for quicksaving, as well as releasing mod tools in patch 1.2. The Ludicrous Development Kit will let crafty people make their own multiplayer or single...
Warcraft RTS photo
Warcraft RTS

Modder creates World of Warcraft RTS with StarCraft II


Yeah, really
Oct 30
// Joshua Derocher
Steven Luo didn't have access to World of Warcraft when it came out nearly nine years ago, so he decided to make his own game using Warcraft III's editor tools. This year he ported the mod idea fully into StarCraft...
Thief photo
Thief

Thief-inspired The Dark Mod is now a standalone release


If you can't wait for Eidos Montreal's game, this might tide you over
Oct 10
// Alasdair Duncan
If like me you've been eagerly awaiting the release of Eidos Montreal's new Thief game, then this trailer for The Dark Mod might interest you. It's a full, standalone mod built in the Doom 3 engine that's been in the works f...
Heroes of StarCraft photo
Heroes of StarCraft

Heroes of StarCraft mod adds hero units to Civilization V


Why wouldn't you want Jim Raynor leading your troops?
Sep 29
// Joshua Derocher
I love mods, probably way more than I should, and it is always amazing the things that creative people can come up with. The Heroes of StarCraft mod for Civilization V, along with a partner mod by the same modder, adds hero u...
Beavis and Butt-Head photo
Beavis and Butt-Head

Beavis and Butt-Head are in Civilization V now


Mod of the millenium
Aug 21
// Chris Carter
Like most long-running TV shows, the Beavis and Butt-Head show had its ups and downs, but when it was up, it was up. So, a crafty modder set out to relive the best moments of the two semi-lovable idiots in the best way he kne...
Total War's Zelda mod photo
Total War's Zelda mod

Hot damn: Total War's Legend of Zelda mod Hyrules


More Links than a Wikipedia article
Jul 25
// Steven Hansen
I'm not the biggest Legend of Zelda fan, I'm not the biggest Medieval II: Total War fan, but I want to play this mod. That trailer sold me. Too bad I am terrible at any strategy that isn't turn-based. The mod, downloadable h...
 photo

19-year-old spent a year making this amazing Skyrim mod


Featuring 25 hours of new content
Jul 17
// Hamza CTZ Aziz
Skyrim mods are the best, like the one we just featured that brings in Dishonored powers into Skyrim. This one, though, takes the cake. Falskaar is a new mod and it features nearly 25 hours of new content. That's new charact...
Skyrim mod photo
Skyrim mod

New mod brings the powers of Dishonored to Skyrim


You can now wield Corvo's arsenal, including the handy Blink power
Jul 16
// Alasdair Duncan
The Skyrim modding community continues to impress; this time it's a new mod entitled The Gift of the Outsider which has brought the powers wielded by Dishonored's protaganist Corvo into Skyrim. Blink, Devouring Swarm, Wind B...
S.T.A.L.K.E.R.  photo
S.T.A.L.K.E.R.

Misery 2.0 is a complete overhaul of S.T.A.L.K.E.R.


Call of Pripyat has never looked better
Jul 08
// Alasdair Duncan
S.T.A.L.K.E.R. Call of Pripyat may only be three years old but at the time of release it was already looking dated, mainly as it was still re-using assets and the engine from the first S.T.A.L.K.E.R. game. Now a modding team...
DarthMod's new game photo
DarthMod's new game

DarthMod-maker creating entirely new Civil War RTS


Always cool to see modders make full fledged games
Jul 04
// Steven Hansen
The DarthMod series spent almost a decade tooling and toying with each release of a Total War game. All in all, Nick Thomadis' mods have been downloaded over a million times. Total War fans and owners previously unaware of th...
Kool Katamari kontroller photo
Kool Katamari kontroller

Yoga ball is the best way to play Katamari


Repurpose that exercise ball you swore you'd totally use
Jun 26
// Steven Hansen
I don't know if controllers will cut it after watching the unabashed joy on the faces of folk playing Katamari Damacy with a yoga ball turned controller while the screen is projected onto the side of a building. The video co...
Retro City Rampage photo
Retro City Rampage

Retro City Rampage adds mod support and enhanced graphics


The retro gaming-inspired title is reduced on Steam today
Jun 25
// Alasdair Duncan
Retro City Rampage was released on almost every system possible last year but the PC version is getting a lot of love today. Not only is it reduced by 75% to just £2.99/$3.74 in Steam's Daily Deal, developer Brian Provi...
Mega Man NES photo
Mega Man NES

This custom backlit Mega Man NES is awesome


Blue console + blue lights
May 07
// Chris Carter
In honor of the 25th anniversary of Mega Man, mega-fan Platinum Fungi, in conjunction with Custom NES Guy, has created a fully functioning piece of art -- a 25th anniversary NES. The mod was made solely by hand, with the art ...
Doom + Half-Life 2 photo
Doom + Half-Life 2

New mod adds Doom weapons and characters to Half-Life 2


No matter what, the shotgun is still your best option
Apr 02
// Jason Cabral
Have you ever asked yourself, "What if someone took the concept of fighting flat 2D enemies from Eat Lead: The Return of Matt Hazard and put it into a much better game?" I know I have, and thankfully the modder Ghor has answ...
Torchlight II mods photo
Torchlight II mods

Torchlight II mod tools have been released!


Steam Workshop integration is music to my ears
Apr 01
// Patrick Hancock
After what feels like forever, the Torchlight II mod tools, nicknamed GUTS, have finally been released. In order to access the GUTS editor, simply go to your install folder and open up the "Editor" executable. Since modd...
Rising Storm photo
Rising Storm

Visit the Pacific theater of war in Rising Storm


From the developers of Red Orchestra 2
Mar 29
// Jason Cabral
Coming from an eclectic team made up of developers from Tripwire Interactive and community modders, Rising Storm is looking to take Red Orchestra's style of World War II combat into the Pacific theater with more guns, explos...
Grimrock photo
Grimrock

New Legend of Grimrock Master Quest available for free


Tons of new content and re-designed puzzles
Mar 22
// Jason Cabral
You have to hand it to Benjamin "Komag" Ramsey and the rest of the hardworking individuals on his team. They put a lot of effort and passion into Legend of Grimrock - Master Quest, and the result is a full-length rework of th...
Sonic Generations photo
Sonic Generations

Sonic Generations 'Unleashed' mod is a great idea


Total conversion mod ports Unleashed levels into better game
Mar 20
// Jim Sterling
Sonic Unleashed had a lot of potential, and some individually terrific stages, but the overall project was a bit of a letdown. SEGA wouldn't perfect the 3D Sonic gameplay -- after so many attempts -- until Sonic Generations,...

SimCity can be played offline, according to anyone but EA

Mar 14 // Jim Sterling
[embed]248656:47560:0[/embed] This discovery follows reports by Rock, Paper, Shotgun that an anonymous insider is claiming SimCity never needed to remain online, and can actually go offline at any moment. While Maxis' Lucy Bradshaw claims offline play would require "a significant amount of engineering work from our team to rewrite the game," faceless informants cry foul.  "The servers are not handling any of the computation done to simulate the city you are playing," claims RPS' source. "They are still acting as servers, doing some amount of computation to route messages of various types between both players and cities. As well, they’re doing cloud storage of save games, interfacing with Origin, and all of that. But for the game itself? No, they’re not doing anything. I have no idea why they’re claiming otherwise. It’s possible that Bradshaw misunderstood or was misinformed, but otherwise I’m clueless." It's suggested the server doesn't even react to your gameplay in real-time, and that it can take a few minutes for it to check your session for hacks or cheats. The bottom line is that, according to those who aren't in Electronic Arts' thrall, it wouldn't take much effort at all to get your an offline version of SimCity -- barring, of course, the game's regional features.  But of course, Electronic Arts made a bold stand on this issue, and is expected to pridefully stick to its guns. All the while, its resolute determination to keep players online will continue to confirm something I think was obvious -- the always-online requirement was only ever a business decision, not one made to enhance the gameplay. The end goal was to keep tabs on players at all times, and control their behavior beyond the point of sale, because EA is terrified of its own audience.  It's DRM in sheep's clothing, and the longer EA decides to keep SimCity online, the clearer that becomes.
SimCity online workaround photo
Evidence mounts that 'always-on' requirement is total bunkem
There is mounting evidence that, despite EA Maxis' claims to the contrary, SimCity is wholly capable of being played offline -- a capability that would have saved buyers a week of hassle and tons of creativity now lost to ser...

Chivalry mod tools photo
Chivalry mod tools

Mod tools are next for Chivalry: Medieval Warfare


Steam Workshop integration, hooray!
Mar 12
// Patrick Hancock
In a video Q&A, Chivalry: Medieval Warfare's lead game designer Steve Piggott mentioned that Chivalry's mod tools are currently "in the works" and that it shouldn't be too long before they're released to the public....
Painkiller HD Workshop photo
Painkiller HD Workshop

Painkiller Hell & Damnation gets Steam Workshop support


As if the game wasn't ridiculous enough!
Mar 07
// Patrick Hancock
Painkiller Hell & Damnation is an absolutely ridiculous game. Gigantic bosses, bunny hopping, and wicked weapons are the highlights of a bygone era that live on in Painkiller HD. Now, beginning with a beta in April, ...

A conversation with one of Skyrim's top modders

Feb 28 // Joshua Derocher
First off, tell me a little bit about how you got into modding. Well, as you may be aware, prior to starting modding I was working for Ubisoft as a level designer and mission scripter. My roles at Ubisoft were largely focused on working with and developing content creation and scripting tools to build the playable content in games, so working in the Creation Kit isn't too dissimilar to the sort of thing I was already doing every day, albeit on different games and with different technology. It was a few months after I’d left Ubisoft that the Creation Kit was released, and by that point, I was itching to get my hands into some proper development again, but didn't have a team of developers in other disciplines needed to start an independent project. The Creation Kit gave me a chance to develop my skills in pretty much every field of level design from logic scripting, environment design and gameplay prototyping to script writing, AI and art direction, with all the essential technology already in place, a vast asset library sitting there ready to use and a working game to integrate my work into. At first my forays into the Creation Kit were really just out of a professional interest in the systems they used to build the game and the scripting methodology used by their content creators, etc. It got a bit out of hand to be honest -- a year later and I still feel like I've hardly scratched the surface of what's possible.  Did you plan on being a game level designer? Yeah, I guess I did, although not at first. I studied graphic design and illustration when I left school. It was a fairly interesting subject, but a career in graphic design wasn't for me. I'd done a little experimenting with game development tools like UDK and among others, the tool sets for Morrowind and Neverwinter Nights, and then I heard about some degree courses on game development that sounded really interesting. I decided around then that I wanted to be a part of the games industry, but without much knowledge about the actual process of development or what roles I would really find myself working in.  How did you start working for Ubisoft? During the course, I began to break away from the games art side of things and focus on design and implementation. I also made a number of industry contacts throughout my time at university, a couple of whom worked for Ubisoft at the time. After I graduated, a position opened up on a team that one of those contacts was part of, he recommended me for the role and I spent the next few years there, working with some fantastic developers across a number of projects. Are you currently employed at a game studio? Not at present. I've been freelance for about year, currently working on an indie project with some old colleagues and trying to find time to continue modding where possible. Are you looking to get back into it full time? Yeah, at some stage I'd like to. I never intended on leaving full-time development when I left Ubisoft, but at times development can be every bit as stressful as it can be rewarding, so to some extent it has been nice to work at my own pace for a while. It's also a difficult time to be looking for work in the industry, especially in the UK. There's been so many studio closures here over the past two or three years, it's kind of terrifying to think how many developers are out of work at the moment. Can you talk about this indie project at all? There's not a huge amount to tell about the current project I'm working on. It's something some old colleagues had started a couple of months ago, they brought me on board fairly recently in order to manage the design direction and level/mission design of the game. So far it's still really a prototype, a lot of the core gameplay is in, but the structure and direction is still being worked on, as are the tools for building the content. It's hard to say exactly what the time frame of the development will be at this stage. Any games that you have worked on as a freelancer that people might recognize? There's not much that anyone would recognize outside of the Ubisoft games I worked on or my Skyrim mods. I've done bits and pieces on a couple of Xbox Live Indie Games, but other than that I'm afraid most of the projects I've been involved with are still ongoing (except for one, which was cancelled). Again, this is an area where modding has really kept me going. It can be pretty tough in indie development, just to keep a team together when there's no money. People inevitably have financial responsibilities and have to dedicate their time to something that can actually provide for them and their families, which can delay or cancel projects altogether. With modding I always have something solid to show for my time, as it doesn't rely so heavily on other peoples work, even if it isn't a valuable use of my time financially speaking. Do you plan to keep making mods for Skyrim, or is there another game you might move to? I'm always interested in learning and exploring new tools and the structure of other games, so I am likely to spend some time working in other engines. Rage Tool Kit or the upcoming RedKit from CD Projekt Red are both tools I'd really love to spend some time learning when I get a chance. That said, it's quite unlikely that I'll be working properly on mods other than Skyrim for some time. The Elder Scrolls has always been one of my favorite fictional settings, and as such it's the perfect platform for me to create really detailed pieces for, any mods I make in other games will likely be more technical experiments than fully fleshed out pieces of content. Until The Elder Scrolls VI of course... Out of the Skyrim mods that you have on Steam Workshop, which one is your favorite and why? That's a difficult question to answer. I think as a player, I'd choose Sorcery, but speaking as a modder, I might go with Pit Fighter. Technically, Pit Fighter was a greater achievement, the scripting work is more complex, the character interaction is generally better, it provides longer potential play time, and the foreign areas in the Travels add-on were really interesting to make. Sorcery, however, is creatively the most interesting. I had a great time working on the environments and the designs for the magical realms, and I personally would always choose exploration above combat so it's more in line with my own preferences as a player. How long does it take you to make one of these mods? The length of time it takes varies from project to project. Sea of Ghosts was the longest, at about three months including the two expansion islands I added later. Sorcery and Pit Fighter were both about six or seven weeks, I think that's really the longest I'd want to spend on any future projects, though ideally they would be a little quicker. The 'Places' mini-series was much quicker. I think each of those took between one and two weeks. I really viewed the whole series as a single project. It was a bit of a break from quests after having finished Sorcery and it was quite nice to try out something a little different and spend some time getting more involved with AI Packages and the Radiant Quest methodology. Do you work alone, or is there anyone else involved in these projects? I work alone on the mods themselves and all the content in the Creation Kit, but on occasion I have worked with people in other disciplines (voice actors, 3D artists etc.) to add more content that gets created outside of the CK. Normally I start contacting people about providing assets or voice work when I'm about 50% through the bulk of the work, when the structure of the mod is already in place and ready to go, and when I know what sort of extra content is needed to improve the standard of the mod. It's great to be able to work with these people from other fields of development on this sort of project. Working with people like PrivateEye (who put together the reward weapons in Pit Fighter), means he gets his work displayed as a part of the game with a specific purpose, while my work gains the breadth of new content needed so the mod can compare to base game quests. We both see our content improved by the other's work. What can we expect to see next from you? I haven't started anything new since I finished the add-on for Pit Fighter. I'm not in a position at the moment where I have time to begin anything time consuming. Saying that, it's not like I'm short on plans. There's a number of ideas for projects I've had rattling around my head for a while, so when I can start something new, it'll be the one that seems the most feasible at the time. It's most likely going to be more Quest mods, although there is an idea for a second Pit Fighter expansion that's a bit different to anything you've seen in that mod so far. I've also done a few online surveys about my mods for my Steam and Twitter followers, which have been really quite interesting. It's helped a lot to get an idea about what people are actually responding to in my mods, which in turn helps me decide what will feature in future projects. ----- Go check out his work on the Steam Workshop for yourself, and follow him on Twitter to see what he's working on now. If you want to support what he's doing, you can donate to help him keep making more awesome Skyrim mods.
Skyrim modder interview photo
ThirteenOranges worked as a pro for Ubisoft, but now he makes Skyrim mods
Callum Macarthur, AKA ThirteenOranges, has worked as a professional level designer for Ubisoft, but these days he spends his time creating mods for Skyrim, and they are among the best content available for the game. He i...

Skyrim Steam Workshop photo
Skyrim Steam Workshop

Top game-changing mods for Skyrim on the Steam Workshop


Change the way you play with these easy-to-install mods
Feb 24
// Joshua Derocher
The Steam Workshop is a great way to install mods for The Elder Scrolls V: Skyrim. If you are getting tired of the gameplay, here are some mods that will changes some of the mechanics to give you a different experience. ...

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