Video game mods

Various Total Annihilation modpacks (unit packs) such as TAUCP and Total Annihilation: Escalation. The game is over two decades old and still going strong. (29gbs of files out there for the game.)


If Ordinator isn't your thing, SPERG is a decent substitute, as it streamlines a lot of the filler perks, adds a lot of cool new features, and makes perk trees you wouldn't touch before worth it, as some benefit the effects of other perk trees.

Some say it a bit OP and Ordinator is more balanced though.
I prefer Ordinator over other perk overhauls myself, and Sacrosanct for my Vampires. I tried to get Undeath to work with SE but many of the mods to fix it are no longer out in the wild because the developers took them down, or were never out for SE in the first place so I had to give up on it.

While not a mod but a complete overhaul of the base game, Enderal.
 
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I don't know if this counts but mb2 for Jedi academy is really good and makes the combat more tense adds more classes and lets you taunt using quotes from the prequels
Does it add "spinning, that's a good trick" every time you throw your spinning light sabre?
 
I was always a fan of the mods people made for Skyrim that enhanced the graphics like making the night sky have more defined details or making the water look as realistic as possible or even mods that just increased the entire quality of the game itself.
Quality of life mods are my favorite.
 
I installed a bunch of mods to Fallout: New Vegas so the game mechanics were a bit more like how they were in the older games. (i.e. The number of companions you get is dependent on your Charisma, so you can have more than two followers. However, they're also significantly nerfed in terms of power)

Also made a mod that makes people in power armor larger, as that was how it worked in the old Fallout games.

Not perfect, but it really enhances what was already a great game.

I also recently completed the Hardtype hack for SMT Nocturne. Makes the game *much* harder while also introducing quality of life enhancements to reduce having to grind and farm. It also adds some new stuff such as facing unique and strong demons during a Full Kagatsuchi. Including weaker versions of the Fiends if you're in the Labyrinth of Amala.
 
Hotline Miami 2 still has mods being made by the community to this day. Every so often I come back to that game to see whatever the hell is being featured on the workshop.
 
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Necroposting because I has question:

Has anyone ever found a mod for Outrun 2006: Coast 2 Coast that adds new music tracks into the game? In particular I always wanted this game to give me the choice of music from Sonic R.
 
@skykiii I think there are music switching options in OutRun 2006 Mods involving renaming whatever music files you want as the default OutRun 2006 music tracks and then putting them in the music folder but I've had serious issues getting OutRun 2006 Mods even to load on my PC so I have no first-hand experience swapping out the music files.
 
Didn't know this thread existed. Was about to make a new OP.

I've been addicted to Brutal Half-Life recently. Like other Brutal mods, it makes the combat sharper, the weapons slightly more powerful, and adds a bunch of gore.
I'm loving it. I played through the campaign. I played through the new maps. I played through my own maps. Now I'm looking for Brutal Half-Life compatible maps. I had no luck there, but a similar mod has a lot of supported maps.

MMod is basically Brutal Half-Life, but more subtle with it's changes. The final version released just before the 25th anniversary update, which is a bit of a shame. I never got around to playing that version.
There is a bunch of fan made modified versions to work with MMod. Given that Brutal Half-Life has similar limitations, I wonder if they're compatible.

Then there's Combat Quake Plus, sometimes referred to as the unofficial Brutal Quake due to having similar goal. Not tried this one, as I don't think I've finished Quake 1 (I finished the N64 version, but I don't think I beat the PC version).
There's a bunch of maps for Quake that should be compatible.
 
Mechwarrior 5: Mercenaries is a better game modded than it could ever hope to be vanilla. I currently have 52 mods loaded in that add faction-specific mechs for enemies, a fully customizable mech workshop to change parts and internals as I see fit, a handful of new mission types and biomes/maps, improved enemy and friendly AI with a more comprehensive order system, a lore-accurate complete galaxy map with the respective factions and their mechs, and pretty much every mech in the Battletech universe available to be used. Just to name some bigger ones that aren't simple stylistic choices, like dynamic cockpit glass, added sound effects from prior Mechwarrior games, and volumetric improvements on destructive effects.

The base game isn't bad, but it definitely feels shallow to go back to without mods. An issue MW5:M had was every time a new DLC dropped, it would inevitably break people's mods and fewer and fewer of the big modders wanted to spend time rebuilding shit every time a new version dropped. Now that the DLC schedule is finished, I'd say it's the best time to pick it up and mod it if you have any interest in it. Take note that any mods that haven't been updated in the last year or so are probably still broken and MW5:M can get anal about the mod load order, depending on how the mods actually effect gameplay.
 
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Mechwarrior 5: Mercenaries is a better game modded than it could ever hope to be vanilla.
I just wish there had been a DLC, or someone would make a mod, that could have given a bit more life and character to your lancemates beyond what's already modded in. Maybe interactions between lancemates, loyalty towards you that comes into play when fighting against their original faction, backstories that affect events, maybe even missions that are generated depending on whom you have on your payroll.

Basically more mechanics that would make lancemates feel like party members in a cRPG, instead of just being generic, replaceable canon fodder.
 
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The final version released just before the 25th anniversary update, which is a bit of a shame. I never got around to playing that version.
It's definitely a lot more refreshing playing the campaign on Mmod. So many creature comforts I didn't know I needed...

Also, I love playing DRG with sound mods. Getting mobbed by hordes of Soldiers while hearing Majima's laughter in the distance never gets old.
 
Mods for XCOM2 comes in 2-3 flavors:
  • A mod-free-for-all where you install about 400 mods and find out which ones are compatible with each other and others that are not. For example: A Better ADVENT will not be compatible with A Better AI/Blessing of the Elders because it modifies AI while you can tinker around with class mods such as a new set of classes, overhauled vanilla classes, or use two different class-perk systems of your choice. This style is for those that want to maintain modding freedom without having to worry too much about incompatibilities, especially with the other 2, but requires a lot of troubleshooting.
  • Modding around Covert Infiltration which is one of the few overhauls that directly changes the Strategy Layer of the game. This option requires a lot of tweaking and needs the use of Bridge Mods, mods that allows compatibility with other addons that modify certain aspects that have been covered by Covert Infiltration.
  • Using Long War (vanilla) or Long War of the Chosen. Either using of the two is tricky because one of these two overhauls the entire game and thus mod compatibility is very limited. Even cosmetic mods tend to be affected due to filesize or lack of optimization of certain mods.
 
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GOG now has an "official" hosted mods page. The mods are still free, of course.

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Discuss.
 
A while ago I played through Metroid Prime 1+2 using a Dolphin fork called PrimeHack.
It pretty damn well makes those games run like they're native PC games using KBM. It didn't change button prompts to PC keys, and you have to set up and remember specific keybinds (visors/beam modes) but I don't remember it having any other issues.

You can definitely tell the games weren't made or balanced with changeable FOV or the reflexivenes of KBM in mind, which can make them a bit easy.

I will say though, even with the superior controls, I'm not really into the Prime games' gameplay. They feel too slow and heavy, compared to the 2D games and their hyper-responsive movement, and there's just waaaaay too fucking much exposition. It did make me look into romhack mods for the 2D metroids though, of which I've found a few interesting ones.


Metroid Subversion in particular is quite good, but needs to be run on real hardware or on as high-accuracy an emulator as you can get: they specifically made it with Mesen-S in mind. It also shows off the capabilities of their new Metroid modding tool called SMART, though I know fuck all about romhacking beyond applying hacks/patches to roms for a few consoles so I won't dwell on it.

The name says almost everything: it's an intentional mindscrew of what Metroid veterans expect out of a Metroid game - to such an extent I actually don't want to spoil what happens in the mod AT ALL, but that's retarded, so here's an arbitrary handful in a Spoiler container:

  • Your first item is Gravity Boots, and you will be relieved
  • Dark Vision makes a return
  • There's a new Green-tier suit instead of the Gravity suit
  • Ridley is unkillable when you encounter him
  • You crash a space station into the planet, literally changing the map and adding a new interior area
  • Draygon is harder, Phantoon is fucking nuts
  • Basic Metroids follow the usual procedure, but are way harder


It's VERY long - veterans are clocking in at an average of OVER NINE HOURS to do a single run, plus there's NG+ shit and maybe alternate game modes from what I was reading on the forums. So don't go into it as your first Metroid experience, or it will probably piss you off and put you off the series if you think Metroid Subversion is what Metroid games are  normally like. It expects you to think you know everything about Metroid so it can fuck with you.
 
Gwangju Running Man, a mod for Mount and Blade: Warband that allegedly glorifies the Gwangju uprising, was removed from Steam by request of the ROK government.

South Korea’s Game Rating and Administration Committee (GRAC) says Valve agreed to cooperate in taking down a mod that “distorted historical facts” related to the Gwangju Uprising, a pivotal event in the country’s history (as reported by ThisIsGame).

The mod in question is a fan-made total conversion mod of the hit strategy RPG Mount & Blade: Warband, originally uploaded to the game’s Steam Workshop page. Titled “Gwangju Running Man,” the mod transformed Mount & Blade: Warband’s medieval setting into a modern depiction of Korea’s Gwangju Democratization Movement.

The Gwangju Uprising was a series of student-led pro-democratic demonstrations that took place in Korea in 1980. These protests are known to have been violently suppressed by the military, resulting in a massacre of civilians, but the mod depicted protesters as armed and violent criminals (according to YNA), thus framing the military regime’s brutality as justified. Additionally, the mod brandished the image of military dictator Chun Doo Hwan as its cover.

South Korean press speculates that the uploader may have been Chinese, based on reviews by the account being written in Simplified Chinese. However, users online argue that these may be a “cover,” as denial of the Gwangju massacre is more likely to come from Korea’s own far right groups than from abroad. In response to reports, GRAC initially had the Mount & Blade: Warband mod blocked in South Korea, but subsequently teamed up with the Korean government to ask Valve to have the mod suspended worldwide.

Valve complied, and the Gwangju Running Man mod was deleted from Steam as of June 12. Valve commented that it recognizes the importance the historical event has for Korean people. This is a somewhat rare instance of the platform taking acting upon local political and historical sensitivities.

Link Archive

gwangju.webp
 
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