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/vm/ - Video Game Modding

Fixing the dev's mistakes


Winner of the 81rd Attention-Hungry Games
/y2k/ - 2000s Nostalgia

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Welcome to /vm/: 8chan's video game modding community.

This board is specifically made for all things modding, whether it be recommended mods for certain games, modding questions and websites one should know about.

I'm the new owner since the previous one failed to log in the specified time period. Don't worry though, because I will make sure to revitalize this place.


You can upload mod related files (zip/pdf) on:


If you want to know the board rules please visit:


If you're interested in becoming a board volunteer or have any question or feedback, contact me at vmoddingofficial@mail.com

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Oh well you should poke Jim a bit more about that tbh so that he gibs the BO ownership to you already.

File: f380a0bec183efb⋯.jpg (47.19 KB, 500x500, 1:1, 1552448688835.jpg)


halo is set to drop on steam it's been confirmed

what mods do you crazy fuckers have planned?



The one that makes Steamneets get a job

File: 218ad6e0047f128⋯.jpg (127.26 KB, 1430x645, 286:129, Jun_12_10_55_51-1.jpg)


So has anyone ever tried selling their mods on the creation club?

Is it worth a damn?


First of all, if you ever consider selling your mods you should kys.

Besides that, you don't really sell your mods there.

Bethesda contacts you, you are given guidelines and rules, and then they may decide to pay you for some of the stuff you've made, at which point that stuff gets sold on the club and all the sales go straight to them.

Considering how adding new mods to the club often requires a full game update to add certain keywords, functions or abstractions into the base game, very few mods are added to the club, especially for skyrim.


Nobody is going to buy your mods, rabbi

File: 2901c288aad5e54⋯.jpg (94.83 KB, 900x508, 225:127, csgo-hacks.jpg)


I'm looking to get some private csgo hacks that work on ESEA. Who can help or who knows of a reliable cheating forum?

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hey /vm/ what was the first game you attempted to mod?

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I made maps for Marathon and played around with Anvil to screw with enemy properties when I was a kid. I did similar with Escape Velocity.


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tried to make an avatar mod for mount and blade. turns out it's kind of hard to get shit to look right when it's a completely different artstyle

also tried to make a star trek mod for m&b, got some klingon armour and weapons in but thats as far as i went because modding m&b is just too tedious without a dedicated editor



Definitely a bummer, the hardest time I had with modding that game is the fucking map, that shits hard coded not even the third party map editor works properly, also the editor is so well hidden inside their forums that it took me nearly a day to find anything resembling a tool that edits the world map.



Oh wow, you were the one that made that? Huh.




File: 1437145286544.png (335.07 KB, 1016x664, 127:83, AryanMod.png)



See Pic for more details

anyways, i'll be updating the mod as I go, and yes, this mod has around 2 years of age.

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they need german not polish



avians, humans are hostile factions

florans are mostly hostile but some neutral traits. (I guess the Spiders from Minecraft would be comparable in terms of AI.)

apex, hylotl are neutral

novakids and glitch are friendly.


Is there a newer version?

We might as well have anons post their dev versions, list their working directories and stuff, and bring this over to Git.


File: 79c84f204770084⋯.png (552.44 KB, 504x631, 504:631, smileadolf.png)


Guy who uploaded it on the steam workshop here. I lost the latest files but http://www.moddb.com/mods/iron-sky-aryan-race-mod-neumond-edition should have the latest I think?

Anyway I don't even play this shit game anymore. Neither does the mod creator.


Atfer comparing several mods I made a small solution, re enable the mod on the recent build whit any custom Character Extender

>go to mods\Aryan Prototype\interface\windowconfig

>move charcreation.config, charcreation.config.bak_old, charcreation.config.patch_old to other folder or delete them

>create a new archive called 'charcreation.config.patch'

>add '[{ "op":"add","path":"/speciesOrdering/-","value":"aryan" }]' to that archive and save it

>and now make the universe great again.

for the mech deployment just look over \mods\[any other mod]\Cinematics\teleport and copy and rename deploy_[species name]/deploypod_[species name]/deploypodin_[species name] whit aryan, inside the files too next paste them over mods\Aryan Prototype\Cinematics\teleport and thats all.


Just restarted Starbound and found this, really nice mod! I hope it is not completely dead (like Starbound), I really enjoy it, thanks for doing this.

File: c772ffb265b8054⋯.jpg (32.76 KB, 590x550, 59:55, drunk cat wants it to stop.jpg)


>want to make a story mod for a game centered around the events just before GG and the exodus to 8chan

>tfw I can barely remember shit

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What was the Alice incident again?


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ED only has info on Alice2, and unfortunately as with ED it can be hard to discern truth from lulz. Lurkmore wiki is kill, so I have no idea if they had info on her. Can you gather some meaning from the video? You ought to. It definitely speaks to the level of depth Internet/imageboard culture used to have.



Also, I apologize for my lateness, but /vm/ is a ghost town, so I check up here very rarely.



… == test==

………………. == test ==


File: 83b5bdfbe32d969⋯.jpg (21.39 KB, 480x360, 4:3, hqdefault.jpg)


Were any of the Clone Wars or KotOR-era mods for Empire at War ever finished? Some of them seemed promising a few years ago.

File: 1446501686370-0.mp4 (998.3 KB, 430x492, 215:246, Shekelclicker1.mp4)

File: 1446501686371-1.jpg (1.81 MB, 1900x912, 25:12, shekelclicker2.jpg)


From the game "Cookie Clicker"

Here is my modified version (WIP)

New Link


Old Link




Feedback, Update, Ideas, etc.

discussion regarding this Mod in general should be posted here.

Help is greatly appreciated.

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Nvm, just had to give my factory a custom name lol


So is this ever going to get an update/fix? Probably wasting my time here



the dev seems to be working on a different mod for the game starbound. It's also on /vm/ if you look around a bit.



He largely ignored all the string sections.

Can someone continue development?



You need to get in contact with the server, and I have no idea how one does that.

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ITT, post cringe mods from videogames

video related

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>leftycuck opinion



File: 950522f0bfb04c0⋯.png (1.24 MB, 1280x720, 16:9, ClipboardImage.png)

does this count as a mod?






it's edgy but it's not cringe at all, even the developers made fun of it.

File: 29eab914fb128c4⋯.png (408.18 KB, 1000x600, 5:3, ClipboardImage.png)

File: 16bc264b12fad6e⋯.png (604.38 KB, 960x717, 320:239, ClipboardImage.png)

File: 19bea29852f8be2⋯.png (1.44 MB, 1280x640, 2:1, ClipboardImage.png)


>What IS Skywind exactly?

It's a non-commercial, Fan made Mod for Skyrim which seeks to merge the world of morrowind into the skyrim game/engine using newly made models that resembles the old vanilla models from morrowind.

>Where do I get Skywind?

Currently, Skywind is not available for public download due to its alpha state. When it is released you will need the following:

TES III: Morrowind, including the Bloodmoon and Tribunal expansions installed correctly on your system.

TES V: Skyrim + Dragonborn and Dawnguard expansions (not hearthfire)

TL;DR , more shit found at FAQ


You can also volunteer and apply to be recruited into the team, Link below for that:


File: 1440862988956.mp4 (2.9 MB, 1280x720, 16:9, GASTHEKIKES.mp4)


Literally fuck the normies, we must inject more swastikas and race war in our games.

Gas the jews 24/7, anyways, post redpill/gasthejews/nazi mods you have in your collection, it could be from any game.

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can we get some links anon?






i hate jews


Why yes of course there is the moonman mod, works right now with skullshit 3.0 and any doom pwads. The newest git version does not work with Graf Doom, due to a few skullshit exclusive actor property http://8agdg.wikidot.com/moonman-doom

File: 9c6cb124ddce87a⋯.jpg (31.07 KB, 200x200, 1:1, UnrealGold.jpg)


Guy from the /agdg/ + /vm/ thread on /v/, dumping a bunch of Unreal Engine 1 info such as scripting, mapping, and I think some lighting. This is for people who want to edit Unreal Gold 227i (the heavily updated version of the original Unreal game), but should apply to the engine generally. Gonna format this is a way that can be easily read, not interested in posts about "reddit spacing".

If you want to create your own project file (.U file), look up these:

> .ini files (Holds a bunch of variables + info),

> .int files (international files)

> .U files (typically uScript but can contain other things, can be obfuscated to block editing/exporting)

> .UC files (UnrealScript files

> .UAX files (Sounds)

> .UTX (Textures)

> .UNR (Maps)

> .USM (Meshes)

> .log files (event log) and opening the log in-game and in-editor

> "editpackages=" in unreal.ini

Start by navigating to your ""\…\Unreal Gold"" folder and create a sub-folder. This is your project folder, name it something that stands out but isn't esoteric. Stick to letters and underscores!

(ex: \…\Unreal Gold\RPG_game_dev)

Create some sub folders in this new folder such as Classes, Music, Sound, and Textures.

Navigate to ""\…\Unreal Gold\system"" and look for ""Unreal.ini"". Edit the file by searching for ""editpackages="" (ctrl+f) and inserting your desired project name on a new line starting with ""editpackages="". Stick to letters and underscores!

(ex: editpackages= RPG_game_dev)

Create a shortcut to ""cmd.exe"" in the same folder, then create a file called ""ucc make.bat"" and add the following:

""cd [hard drive]\[…]\Unreal Gold\System"" // Navigates to system folder

""dPost too long. Click here to view the full text.


Is there a Blender plugin to export models into Unreal Tournament or something?



Not sure, look up a thread on UT99.org by LannFyre along the lines of "3D model/animation making". Some seasoned vets commented about this there.

File: 219d475a33bbc9d⋯.gif (492.47 KB, 455x393, 455:393, 1474306958214.gif)

File: 82882600c719af2⋯.png (38.1 KB, 711x459, 79:51, Capture.PNG)


Hello, I'm new to modding.

I thought it would be a good way to practice my craft by starting out- but I'm having an issue with opening/extracting some files.

Specifically I want to mod this wii game and I searched all over google on what to do with .bln files (which I assume has the models) that I found once Dolphin finished exporting all the files in Partion 1 of the iso.

I've tried BRRES viewer, BrawlBox, and Noesis and pretty much dicking around with everything but nothing worked.

Help please, all I want is to make some shitty lewd mod

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there aren't many modfags around, the board is only alive when someone releases something and associates the board with it.



Yeah but OP and the other guy asking for a specific factorio mod could reply back or something instead of only posting 1-2 thing then fucking off forever.



nigga how am I suppose to reply to >>1679


Can this be an Assistance General thread? I need help with modding TiTS (I wanted to try something easy first and I figured a text game would be easiest since there aren't really any major assets), but I'm a complete dumbfuck that can't figure out what to do after having installed FlashDevelop.


I'm curious about making clones in Xcom 2 as i don't want niggers to be scientists, can i use 1 custom made character, keep making copies and renaming them to name # Last name?

or is there a better way?

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File: 1447871930510-1.png (616.4 KB, 802x646, 401:323, Bildschirmfoto_2015-11-09_….png)


Advanced Warfare & Resource Mod

The goal of the mod is to add alot of tanks, artillery , more ammo variety, and a bit better resource management

Remove Mechas from the premises

Pastebin, with the remaining and updated info:


I am about to add a Direct Short Range Ballistic Missile Launcher Vehicle (Bavly).

The first Warhead that it will get will be a incendiary munition.

And later I need to make models of all the ammo stuff instead of the Macrohard Paint tier what I have right now…

Feedback, comments, ideas, critic etc goes here.

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Hmm I just found some bug related to the barrel bomb, like when that barrel bomb is placed near aliens scum and it blows up and the player tries to "take" the ghost of it then the game crashes. This really sucks the log doesn't give me any more hint what is exactly the cause of it.

So I have 2 options for it right now, either I investigate a bit more to see which part of created_effect = … is causing it or disabling it in entirely and thus getting rid of the feature that it actually does damage when it is killed and not triggered. The crash didn't happened at all when I got rid of the created_effect = and yes I needed to use that since action = … does nothing at all for splash damage.



Well I messed with the stuff a bit more and I couldn't find any improvements to stability at all, at least I know the cause of the crash which is in my opinion quite weird since it only happens near ayys and nothing else, I tested it also on Factorio 0.15.31 which has the same crash behavior. I guess I disable it for now till there is a stable way to do it.

That really sucks that I need to do that since I would like try to expand upon this idea a bit more. But apart from that I haven't found yet any other bugs except that I forget to put back the muzzle flash effect on Marauder/T-55 tank and their 105mm ammo, since I was trying to make some attempts that the muzzle flash effects are going to appear on the cannon end instead of somewhere closer to the sprite. So I guess that also means when I make my own nuclear reactor entity I can't give it a yuuuge explosion when it is destroyed, thats pretty bad in my opinion.


New release: ARWM 0.1.10 for Factorio 0.15.26

Its time for another update, goy.

Download link: https://mega.nz/#!kUNkUQSB!YuACE2qswlMpS2hOGRyK1TzW0qFMmirZGxpm1A98zNQ


G: Mod: [0.1.10]
-New Fluid Canister sprites.
-New Ore Mine sprites.
-Ore Mine has now the same collision radius as the assembling machine which should fix some placement issue.
-Fixed 25mm (Dual) ammo, it now fires 2 projectiles.
-Fixed small warehouses that gives the player the regular one instead of the other variants it was placed on.
-Disabled exploding trap barrels due to crash related bug, exact cause is unknown. It will act like a regular landmine thou.
-Tweaked pony corpse -> coal related recipes again, there is now 3 recipes
(ashes only,corpse only and ashes with corpse) for conversion to coal.
-Crematorium has 1 fuel slot now.
-Weapon: AKM-47 changed, it has shorter range now (23) but its ammo does a bit more damage, changed AKM-47 ammo stack from 160 to 100.
-Added PMm Makarov.
-Consumables like Vodka are making sounds now.
-Molotov Cocktail can now damage a few more things but it will cost more to make it.



Aww shieet I forget something, I should have added a recipe so you can turn pony corpses into kolbasa (sausage) welp I guess it will be in for the next update then.


Hmmm I've been thinking that I should make a module which will in fact "touch" vanilla Items such as Ores, Uranium, the processing of it and so on. I don't really like it how Factorio oversimplifies the whole Copper and Iron ore production, all you have to do is just place a few miners on it and connect it to a furnace and that's it, there is no byproduct handling of it and the ore mines have a magic ability to get rid of stones, dirt and other byproduct which doesn't exist in this game at all, also there is like only 1 ore type and thats it not even at least 2-3 different ores such as a not-hematite, not-magnetite ore and so on.

That also being said it would be more fun if those ore mining mechanism would be a bit more close to real life one like needing a dump truck, a excavator machines, blowing up shit and so on. But that is outside of my ability. Oh well this mod module has to wait, since I want to have my main mod "fleshed" out first like better graphics, better categorized items, a few fixes here and there and lastly a better item processing.

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