I don't think there would be mods for tes:O. if it ran on diffrent servers it might be possible but because it runs on a mega server it would be modification (illegal) regurire the user to hack in some form (illegal) and will break contract of tes:O (illegal).so no there will most likely be no mods on tes:O
i got the Bosmer armor pack off the steam marketplace recently, and i absolutly LOVE it! i really hope they allow at least balanced item mods and that the Bosmer armor is available. then i can fully remake my fav. skyrim chara online.
Don't know if they will be available, but there is a tab for add-on content, whether that means only official add-ons or modded add-ons too is yet to be known. I think if they did allow mods, they would have some sort of limit to how powerful you can make armor or weapons, being that everything is pretty much scaled in ESO. We can't have overpowered characters on an MMO. That wouldn't be much fun...or fair.
I wouldn't mind seeing some armor and weapon mods though. Something that looks different from everyone elses weapons and armor.
I don't think some of you understand what MODS mean in terms of an MMORPG. MODS are things like interface modifications, or things that track/hold information for you. I guarantee that they will not allow any mods to make any changes, like improving weapons or adding items/stats. The mods will just allow you change the way things look, or perhaps track information like DPS or healing over time, or maybe they will provide in game questing guides/ crafting tips.
I think that the Devs should really consider using basic healing and rotation addons like in WoW. For example, for all you WoW players, some add-on in the same veign as a Healbot would be awesome...same thing with addons that are class specific.
Some ESO fans think that it will be possible to add their own items like armor or weapon using LUA but it’s misleading. Any addon for an MMO game is a tool with limited possibilities. It can modify UI or track, collect, analyze or show information. But it does not add new objects or items into the game itself. For example a Crafting add-on may display different advise for crafters or collect statistics about your crafting activity, but, it can’t add new types of ore or a new recipe into the game. You may only create programs that modify UI or collect, analyze and display different data.
What 126.96.36.199 said. Since the LUA scripting language will be used for ESO, "mods" ("Add-Ons" is the approrpriate term) will have the potential to be very similar to those of World of Warcraft. Go to Curse's "World of Warcraft Addons" site for examples. As others have mentioned, these are more like utilities, which can bring in entirely new functionality, through interaction with available background data (e.g., display of damage metrics, healing metrics, threat metrics, overlays, customized user interfaces, and plenty more). Technically, it could be possible to create client-side mods or addons that could show oneself wearing specific pieces of gear, but these would not affect anything server-side, and so would render them functionally useless (e.g., weapon stats wouldn't actually be changed, and others would see you with the actual gear you are wearing). Even this is a bit of a stretch, though. I said it could be possible, but depending upon how that's accomplished, it might be more or less difficult to get away with, and, again, would still be functionally useless (essentially). At any rate, I'm very glad that LUA is being used and is open for others to utilize. This offers huge potential for even mediocre games, so, depending upon how ESO is implemented, this could smooth out rough spots. I hope I wasn't too redundant.
As someone who developed addons for WoW & Rift, I would add that it's highly unlikely to be possible to make your character appear different. Addons can generally only affect the UI layer that gets painted on top of the 3D game world: they can't reach into the 3D engine to modify the geometry, shading or itemization in any way. (WoW had an API that allowed this for a while, but they removed it because it trivialized PvE.)
In a nutshell, you can modify and add 2D elements like health bars, hot bars, etc. Addons are just there to make the UI more convenient or attractive. You can't affect loot, weapons, items or health in any way. The closest they can really come to new mechanics is tracking and displaying information. E.g., it might allow you to take notes on various places you've visited, or remember the location of nodes you gathered. They might also track statistics like how quickly you're earning money, how often you die, how well different items sell at different prices in an auction house, etc. Information tracking is where they are most useful. MMOs with no addons almost always have a poor economy for low-level items, because only with addons can you make it manageable to deal with the thousands of items floating around. GW2 is the only exception I've encountered, because of its clever market-rate system and relatively sparse itemization.
Someone mentioned a survival mod, and it'll make a good example. I haven't seen ESO's APIs yet, but I can use WoW's and Rift's as a blueprint for what's likely in an MMO. You could do a kind of survival mod that would track your location and force you to sit down for a while when you were getting cold, or eat some food when you were hungry. It could paint meters on the screen showing your coldness and hunger. It could even pop open a "you've died" dialog if you got too cold or hungry, possibly causing you to die when you clicked "OK" (if the game has some kind of suicide command like /stuck).
What it couldn't do is add cloaks, show you using a tent, reduce your damage if you're hungry or cold, reduce your health, change your appearance or otherwise modify any core game mechanics. In other words, you could make a sort of survival mod, but not one that anybody would want to use.
It really, really seems like a vast majority of people have no idea what an MMO really is, unfortunately. Basically, some of these other people have perhaps explained it in too detailed a method.
You cannot add anything to the game like you can in Skyrim. There wil absolutely, positively be ZERO "Fair and balanced item" mods or anything even close. It won't happen. Like many have said, look at Curse's WoW mods and that will give you an idea.
You will probably be able to put in a UI modification (or in MMO terms, more commonly known as AddOn) that will change the basic UI of the game for yourself. Perhaps something like a damage meter to help show you what skills do the most damage during a fight, and so on.
Even getting something like "Skyrim graphics for ESO" is going to be incredibly unlikely.
My advice? Please, please, please research what an MMO is before diving into ESO. I've been playing MMO's for the past ten years, and I'm an avid Elder Scrolls fan as well. But this will not be like Skyrim. If you've played the beta like I and many others have, you know that. I think for everyone's sake, it would be beneficial to research before you throw $60 + $15 a month into a game that you think is going to be something else.
Side Note. Here's -my- question. Will it even be possible to mod/AddOn to the PS4/Xbone editions? I find it very, very odd if they'll be allowing AddOns for the PC, but unable to do the same for PS4 and Xbone.
Sarah180 wrote: There were no mods for the console versions of Skyrim. It's pretty safe to assume there will be no addons for PS4/XBOne.
Yeah, that's exactly what I assumed. I'm just shockingly surprised that they'd allow that sort of thing for an MMO. I understand for a single-player or even limited multi-player game, but allowing mods for an actual massively mutliplayer online game for one group of people, but not the others? Seems like all sorts of problems will be caused because of that.
…allowing mods for an actual massively mutliplayer online game for one group of people, but not the others? Seems like all sorts of problems will be caused because of that.
The idea is usually that addons shouldn't affect core gameplay mechanics, but it's moot because they're going to have separate servers for console and PC users. I think a bigger problem would be that there's just too much of a disparity in controls between console and PC: it would likely become a scenario where the PC player would pre-emptively refuse to group with console players because the console's controls probably won't be able to compete at the highest levels in an MMORPG, even an action-combat one like ESO.
Alduin1996 wrote: They are allowing mods. One of the Zemimax employees told me 2 months ago and I have tried to tell you all for the last 2 months but no one has listened
We know, though they're called add-ons (they're actually quite different from mods, technically speaking). The recent discussion has been about whether there are add-ons for PS4/XBO. I don't see any 2-month-old posts linking the devs about that, but I'd be very curious if you have a link.
I would like to see support for limited texture mods. That is, the ability to use, say, a third party hi-res pack. From my understanding, the primary objection to these in MMOs is when people abuse the system, for example making enemies neon lime colored so they can be more easily spotted. But the legitimate applications for this (character customization, higher res mods, etc) should have no impact on the server, and would make TES:O one of the most customizable MMOs on the market, which could easily add some value by way of contrast.
As for preventing abuse, I'd say the first step would be to constrain the alpha channel as appropriate, on a per-replaced-texture basis, to prevent see-thru exploits. The bright color mods hardly add more advantage than turning up gamma levels, and given that they detract from the game experience more than they add, perhaps this would be best left alone.
Aside from those items, I feel it would only add to the quality of the game. That said, I would *not* suggest tying this directly to the addon scripts, as hotswapping textures would allow for trivialization.