Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Incline Mods that you'd like to exist, but they never will

Fargus

Arcane
Joined
Apr 2, 2012
Messages
3,867
Location
Mosqueow
I want some Arcanum total conversion taking place in the same setting or at least a mod for original module with more quests and stuff to do. For whatever reason nobody made it. Maybe toolset is too shitty to work with.
 

Berengar

Learned
Patron
Joined
Sep 5, 2021
Messages
318
  1. Gunship 2000 in DCS or Arma3 engine or similar.

  2. Take an EverQuest spell caster and put that gameplay in Fallout 4, Skyrim, Oblivion, Morrowind, Witcher 3, Mordor, etc. Anything. Put it in everything.

  3. Or just remake EQ in UE5 and tweak the gameplay to be less evil. Fill in a few gaps in gear and quests. It would be the best game ever, all over again. And let people play it solo offline with AI mercenaries that you can control using macroquest.

  4. Take the gameplay from Freelancer, Space Rangers 2, etc, and put that in Elite Dangerous's engine.

  5. Remake Hidden & Dangerous 1 and 2 in UE 5.

  6. Remake Eye of the Beholder trilogy in Legend of Grimrock engine. Do away with the dumb gem casting thing.

  7. Make a good RTS like Tiberian Sun / Generals in an engine with procedural terrain.

  8. Have a mod like Antistasi for Arma3, but that's a bit better.

  9. Have a mode like CTI for Arma3 but that's a bit better, like how it was in Arma 2. :mad:

  10. Make New Vegas in Arma 3 or Fallout 4.

  11. SWAT 4 in Arma3 engine.

Stuff like that
Crazy that this could be a post from like 2013
 

Konjad

Patron
Joined
Nov 3, 2007
Messages
5,433
Location
Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Torment: Tides of Numenera Wasteland 2 Steve gets a Kidney but I don't even get a tag.
64bit version of Fallout New Vegas
Aren't there mods out there that do that?
Or just titty mods and retarded weapon mods?
There is a software that makes .exe 64-bit allowing more use of RAM mostly (allowing a lot of titty mods), but it doesn't really improve performance itself.


Answering the OP's question, I'd love a mod for Gothic 2 that merges available and adds missing parts of the island, especially far south (where dragon hunters come from):

gothic-map2.jpg

mapa-wyspy-khorinis-seria-rpg-gothic-by-vin-mf-cent-dgxoisi-fullview.jpg
 

Ash

Arcane
Joined
Oct 16, 2015
Messages
7,055
Ultima Underworld with Dark Messiah's gameplay.

I think you mean with Dark Messiah's combat mechanics. The combat is great. The broader gameplay however is often quite poor. Not-great balancing, at times very bland level design (3, maybe 4 levels), overly linear, easily exploitable spamming the same thing over and over (ice trap)....but yeah, Ultima Underworld or Arx Fatalis combined with DM's combat mechanics integrated into the game with care would be glorious. So that will be my number 1 desire too. Some other desires:

-VTMB but with actually competent gameplay.
-Morrowind but it doesn't fall apart after 40 hours. Even to date 100 gameplay mods dont save it. It is very possible to achieve though!
-Serious mods for old (and still the best!) stealth games (Thief/Tenchu/MGS/Hitman/Manhunt) that take the core gameplay to the next level.
-Mods for rare modern games with serious potential but as usual let down by elements of modern braindead game design. Something like Ghost of Tsushima.
-Many classic genres untouched and now forgotten. Remember vehicular combat games for instance? Where could true-blooded gamers have taken them had the ability been there?
-Castlevania SOTN overhaul. Hardtype romhack is as good as it gets currently.
-Evolution of Core Design's original Tomb Raider formula, such as better combat, and not all the shitty branches it declined into starting with Angel of Darkness/Legend/Anniversary.

Much more but I'll stop there. God bless the (predominantly first person) devs of the 90s that supported modding. The legacy of superior classic game design lives on in part because of it.
 

KeighnMcDeath

RPG Codex Boomer
Joined
Nov 23, 2016
Messages
15,428
Gateway to Apshai:
Remove timer
Add key & gateway (key random level/dungeon)
Gateway (random dungeon on level 8)
Option to klimb up.
Maybe actual ladders randomly placed (no need to redraw the classic maps here)
Maybe mini map (i'd be helpful as all fuck but usually I try to memorize the maps through repeated play.
Fix score to actually work.
Greater understanding of a few items (crosses, wand, staff).
ColecoVision engine (it was the most fluid, best sound more or less)
I'm not adverse to various color schemes from atari/c64. Same bricks can get boring. I'd need to recheck mob, treasure, item colors. Maybe switch up some items that use same color though (back then it was over half the fun (really was no difference from healing salve or potion or spell-which is a scroll)
Maybe a few more mob types. Toss in a few with ranged and man the game would be even more intense (not that fucking vampires, mamba snakes, wizards and fucking warriors aren't horrible)

Yeah, clear all 99 dungeons for all 8 levels. Dungeons... what an odd term for a megadungeon.

Edit -- http://bringerp.free.fr/RE/Gta/items.php5
Well, i guess that works of atari/c64 but I'm not so sure for colecovision.
Add blast spell to coleco. It wasn't implemented.
Make it pc playable not on emulator. Yeah gateway would suck on a phone without a gamepad.

Now temple series and some older PDP-10, PLATO and Unix-based systems on phone could easily work.
 

Radiane

Cipher
Joined
Dec 20, 2019
Messages
393
Some sort of randomizer for various rpgs would boost them hugely. Imagine playing BG 2 without knowing the locations of any of the good equipment items. Would make those games much more fun after the initial playthroughs. Also on top of that, dungeons, monsters etc. could also be randomized to a certain extent. There is this kind of thing going on for Zelda games i think, but other games would benefit from it just as much

Also goldbox games with additional classes like specialist wizards and druids would add quite a lot to them. And while at it, how about some "demake" mod which turns third edition games like ToEE into the goldbox engine
 
Vatnik
Joined
Sep 28, 2014
Messages
12,176
Location
USSR
Imagine playing BG 2 without knowing the locations of any of the good equipment items.
Sure, but also imagine playing with completely random loot. It's shit, it's the PoE/Divinity vibes, where dropped loot makes no logical sense, random bullshit.
Someone needs to make a different handplacement of loot, so you can experience it differently. But it can't be random.
 

NecroLord

Dumbfuck!
Dumbfuck
Joined
Sep 6, 2022
Messages
14,847
Sword Coast Stratagems for Arcanum.
Dogshit.
SCS "tactics" consist of just buffing and prebuffing enemies like crazy, and you needing to rest after every fucking fight in the game.
If you want more advanced AI, install the mod that makes the fiends, demons and undead behave like their original PnP designs. They also gain their proper and unique abilities.

https://avenger981.github.io/doc/readme_atweaks.html
 

NecroLord

Dumbfuck!
Dumbfuck
Joined
Sep 6, 2022
Messages
14,847
Deus Ex Invisible War mod where Alex D's eyes are animated the same way as the eyes of the NPCs.
DX2Main_2013-03-18_00-20-55-99.1.jpg

This is with the John P Texture Pack.
Looks pretty good.
Better than the original (which was running on the same Unreal 2 Engine as Thief: Deadly Shadows).
Configured for great shadows and lighting, but the textures not so much.
You can find it on moddb.
 

Spukrian

Savant
Joined
May 28, 2016
Messages
829
Location
Lost Continent of Mu
Deus Ex Invisible War mod where Alex D's eyes are animated the same way as the eyes of the NPCs.
DX2Main_2013-03-18_00-20-55-99.1.jpg
This is with the John P Texture Pack.
Looks pretty good.
Better than the original (which was running on the same Unreal 2 Engine as Thief: Deadly Shadows).
Configured for great shadows and lighting, but the textures not so much.
You can find it on moddb.
Looks cool, thanks. I'll look into it to see if it adresses my issue.
 

NecroLord

Dumbfuck!
Dumbfuck
Joined
Sep 6, 2022
Messages
14,847
Deus Ex Invisible War mod where Alex D's eyes are animated the same way as the eyes of the NPCs.
DX2Main_2013-03-18_00-20-55-99.1.jpg
This is with the John P Texture Pack.
Looks pretty good.
Better than the original (which was running on the same Unreal 2 Engine as Thief: Deadly Shadows).
Configured for great shadows and lighting, but the textures not so much.
You can find it on moddb.
Looks cool, thanks. I'll look into it to see if it adresses my issue.
Glad to see another Deus Ex: Invisible War enjoyer.
 

deama

Prophet
Joined
May 13, 2013
Messages
5,016
Location
UK
1. Run Pillars of Eternity dialogues through a specialized LLM that removes purple prose and infuses it with a livelier style.
The difficulty is that it'd be hard to create a good synthetic data set right now, but it's not impossible in the future. This is one of the easiest mod ideas I have.
You could probably easily do it with claude AI as it's known to be the best one in writing that you don't have to train yourself.
With a good enough initial prompt, it could probably do a good job.

3. Port VTM: Redemption onto something similar to the VTMB, first-person engine. Enormous endeavor. Never researched its feasibility, just thought the idea would be cool.
I'd say it'd be better to port it over to the BG3 engine that larian made. I think they'll release the modding kit soon if they haven't already.



My personal favourite would be to combine dungeons and dragons online with black desert online. Basically black desert graphics/engine with the ideas/mechanics/progression of dungeons and dragons online.
 

Morpheus Kitami

Liturgist
Joined
May 14, 2020
Messages
2,697
All I want for VTMB is for people to be able to put in new weapons without awkwardly replacing previously existing ones. People have always tried, but you get things like the Glock turning into a Colt or the SPAS-15 turning into a M-16 and it's very noticeably off.

In Jagged Alliance 2, I'd like to see more story/map mods rather than weapons. I appreciate the later, but it'd be nice for there to be more to actually use them all in rather than going around Arulco for the 50th time.

In Dungeon Master, I'd like to see something that adds in weapons and monsters than just being another dungeon set. For some reason all the modifications I've seen don't do that.
 

NecroLord

Dumbfuck!
Dumbfuck
Joined
Sep 6, 2022
Messages
14,847
All I want for VTMB is for people to be able to put in new weapons without awkwardly replacing previously existing ones. People have always tried, but you get things like the Glock turning into a Colt or the SPAS-15 turning into a M-16 and it's very noticeably off.
What weapons would you have liked to see?
 

The Limper

Educated
Joined
Apr 24, 2021
Messages
185
Location
Wishing I was back in Cheesesteak Heaven
FRUA mod adding the Krynn series rules as an option since it has the better class options as compared to the FR shitty Cleric and multi-class options, making replaying FR games less desirable than replaying the Krynn series.

Wiz 8 more NPCs….. and a good character editor like BG/IWD and GBC.

Conquest of the New World mod to change Custom mode to choose less than max players and still have High Native as a computer player.
 

Morpheus Kitami

Liturgist
Joined
May 14, 2020
Messages
2,697
All I want for VTMB is for people to be able to put in new weapons without awkwardly replacing previously existing ones. People have always tried, but you get things like the Glock turning into a Colt or the SPAS-15 turning into a M-16 and it's very noticeably off.
What weapons would you have liked to see?
Just more, but I think specifically it would have been nice to see an anti-vampire gun of some sort. I know there was a reskin of the DE that turned it into a bolt gun, but it came at the expense of the DE, so it wasn't the best tradeoff.
 
Vatnik
Joined
Sep 28, 2014
Messages
12,176
Location
USSR
You could probably easily do it with claude AI as it's known to be the best one in writing that you don't have to train yourself.
First of all, instruct models are shit for this kind of job. Secondly, Claud can't spot purple prose even if you give him examples, I've tried. Thirdly, general purpose models write worse than Obsidian (!). Like I said, this needs a specialized model. Nothing fancy, 1.5B params would do.
 

NecroLord

Dumbfuck!
Dumbfuck
Joined
Sep 6, 2022
Messages
14,847
All I want for VTMB is for people to be able to put in new weapons without awkwardly replacing previously existing ones. People have always tried, but you get things like the Glock turning into a Colt or the SPAS-15 turning into a M-16 and it's very noticeably off.
What weapons would you have liked to see?
Just more, but I think specifically it would have been nice to see an anti-vampire gun of some sort. I know there was a reskin of the DE that turned it into a bolt gun, but it came at the expense of the DE, so it wasn't the best tradeoff.
Flamethrower is already there.
There's also the cut Dragon's Breath sawed off double barreled shotgun (restored with Wesp5's patch plus).
 

Iucounu

Educated
Joined
Jul 4, 2023
Messages
969
Imagine playing BG 2 without knowing the locations of any of the good equipment items.
Sure, but also imagine playing with completely random loot. It's shit, it's the PoE/Divinity vibes, where dropped loot makes no logical sense, random bullshit.
Someone needs to make a different handplacement of loot, so you can experience it differently. But it can't be random.
You can randomize it between a number of logical places. Should be trivial for any decent modder or dev.
 
Joined
Sep 1, 2020
Messages
1,460
Ultima VII with turn-based tactical combat.

Arcanum with real dungeons instead of trash mob corridors.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom