My modding life mostly revolved around battlefield 2 and UT 2004 which was the best mods ever made for anything ever

  • original tekkit and aether mod. The real og’s of minecraft modding, they hit a high so good Ive only ever been let down ever since. Dont forget to delete you META-INF folder!
  • Killing floor 0, excessive headbob straight outta crysis ultra maximum sexual graphics videos on youtube
  • red orchestra, again nothing has ever hit this high
  • defense alliance 2, im surprised this never got a standalone like killing floor but i remember it being poggers
  • forgotten hope 2, still probably the best ww2 game ever made with some actually fun bots that can air drop n shit
  • AIX 2.0, its just silly
  • project reality, its like squad but i can see things
  • refreshing the cry of fear progress bar on moddb
  • the tyrannids mod for dawn of war that took ages to release and was kinda mid when it came out but still was the biggest mod. Otherwise the remove unit cap and unit shadows was the natural mod pick for dawn of war

Those are the major ones I remember. Total conversion mods used to be the norm now mods barely even exist

  • Keld [he/him, any]@hexbear.net
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    13 days ago

    Okay so this requires a little background.

    In warhammer total war they have been hinting at the release of Dogs of War (Under the umbrella of “Southern Realms”) since release of game 1. It’s been over a decade with nary a peep. In fact they recently started patching hints about Dogs of War out of the game.
    Anyway people got tired or waiting so they made a functional faction mod for them with numerous special characters, nore units and unit variety than most official factions, and its compatible with most of the other big mods. Mods that add extra special locations, characters and faction mechanics will usually also just add stuff to the "Southern Realms’ because why not.
    Because another mod also added the same character as this mod if you have both you get a special quest to kill the guy “pretending to be you” with associated lore pop ups.

  • SexMachineStalin [he/him, comrade/them]@hexbear.net
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    13 days ago

    Brutal Doom with the Hell on Earth/Extermination Day mappack, or Doom 2 Reloaded/Hellcore 2.0

    Ashes 2063, which is now a standalone mod for Doom 2

    Duke Nukem Forever 2013 mod with the DLC

    Jagged Alliance 1.13 with Arulco Revisited or the 1.13 Urban Chaos mod (this one is actually hell to get working but so worth it)

    Half-Life 2 MMoD and the FakeFactory 2013 Cinematic Mod, with the volcel-judge NPC models and graffiti removed

    Brita’s Armour and Weapons pack for Project Zomboid (version 41.78), though it may be retired now.

    ArcCW weapons pack for Garry’s Mod, mainly Urban Chaos/Decay/Renewal and Gunsmith Offensive, just to have loads of guns to use in sandbox roleplay or playing through the Half-Life 2 episodic or other custom campaigns.

    FTL Multiverse or Captain’s Edition

    Fallout 4 Modern Firearms mod (though the people making it are turbochuds)

    RuneLite

    Unreal Tournament 2004 Ballistic Weapons pack

    OpenTTD with RIMS/FRIMS Maglev train set and the Chinese trains, complete with the CR380 and CR400 train-shining

    • Formerlyfarman [none/use name]@hexbear.net
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      13 days ago

      Medieval 2 modding has never been better. They have eop Wich is a tool that allows you to do lots of things with scripting, like making new settlments, and removes unit limits.

      There is also m2ex, Wich gives lots of optimization and fixes, but they are not compatible with each other, and mex dosent support windows, and the Linux install is very convoluted.

      As for mods, lots of new mods were released this year. Many making use of the new tools. Tzardoms, amazing lort mods, warcraft mods, etc.

      • Euergetes [none/use name]@hexbear.net
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        13 days ago

        tsardoms newest drop with constantinople and the heap of other city maps is so amazing. it was already one of the best mods out there and now it’s up there with the original third age total war release

        • Formerlyfarman [none/use name]@hexbear.net
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          13 days ago

          Other than Constantinople, it has lots of other historic castles. They may not be to scale, but nothing is in total war. And some of these castles are huge! Making architecture sets in this game is an incredibly arduous and painful process, you basically have to import every non buildable building by hand into a milkshake file, the copy them and do that again. I have immense respect for the people who do that.

          The eur lort mod is also amazing, I think it is the mod with the most different units. And runs better in my opinion than the other lort mod, despite the fact that the guy behind that also runs eop.

          • Euergetes [none/use name]@hexbear.net
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            13 days ago

            i havent gotten round to the new eur yet, i confuse the heap of lotr mods but i think eur has the remakes of evil factions like harad and isengard (which most mods havent touched), i dunno if they got the gondor at war roster tho, i really like anything that goes beyond the weta wirkshop movie aesthetic

            stability and linux compat with eop mods still disappoints me but i recently saw someone preaching about how eop works better on linux and i haven’t figured out how they’re doing it yet

      • Wisp [fae/faer, any]@hexbear.net
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        13 days ago

        Yeah the modding scene is in a really good spot right now. Last I looked into it was just after some of the newest tools came out so I’m sure there’s plenty of stuff to look into next time I reinstall

    • carpoftruth [any, any]@hexbear.net
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      11 days ago

      I played a ton of terrae expugnandae for the original Rome total war way back when. That was an awesome one, it made the map way bigger and fleshed out a ton of factions. I played a lot of m2TW as well but I don’t think I went as hard on mods.

  • blipblip [they/them]@hexbear.net
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    13 days ago

    Long War of the Chosen for XCOM2

    There’s several big factorio mods I’ve enjoyed, Bob’s/Angels, Pyanodon’s, off the top of my head

    Project M

  • EstraDoll [she/her, he/him]@hexbear.net
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    13 days ago

    Civ 4 BTS has plenty of fantastic mod packs that can transform it into several different games in one. Dune Wars: Revival, Fall from Heaven 2, Caveman2Cosmos, but if I had to pick one? Even if I hadn’t played it in a while? History Rewritten. Keeps the feel of the base game while heavily expanding on it and really polishing it out, including dozens of new civs, all with multiple leaders, and each civ gets their own unique unit art, city assets, and leader themes. Peak flavor

  • wideopenarms [he/him]@hexbear.net
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    13 days ago

    Long war of the chosen for xcom, God I sank an embarrassing number of hours into the game just because of that mod.

    I’ve been enjoying most Vintage Story mods, especially Expanded Foods/Cullinary Artillery. Though the amount of AI and vibe coding tolerated amongst VS mods is annoying with no required disclosures, so the game crashes semi often with all the mods I use now. There’s also no complete mod overhaul of the game because it’s sorta young and I’m pretty sure it originally started as a mod for minecraft in the first place (never played modded MC so idk).

    Also been wanting to try Turyle WoW for a while, but haven’t started yet

    Edit: forgot to say I used to play a ton of Battlefield 2 as well and I just checked in on project reality and they are STILL RELEASING UPDATES??? It’s been like 20 years holy hell

  • PorkrollPosadist [he/him, they/them]@hexbear.net
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    13 days ago

    I forgot about Project M, but purpleworm’s got that covered.

    Another one is KSP: RO/RP-1. RP-1 is a complete overhaul of the game combining a decade of nearly all of the greatest individual mods into a nearly cohesive whole. Replaces the game’s toy solar system with a full scale one. It changes the campaign to re-create the space race, with the tech tree filled with real engines and technologies from the US and Soviet space programs. Introduces real fuels mixtures with realistic properties which must be used with the correct engines and appropriate storage. Introduces line of sight and range limitations to radio communication. Substantially improved aerodynamics simulation. Substantially improved physics (necessitating spin stabilization and making spin a persistent property of airborn craft). Nerfs the original game’s over-powered gyros and RCS. Simulates fuel ullage. Research takes time. Construction takes time. Astronaut mission training takes time. Astronauts retire. Procedural tanks, wings, fairings. Custom decals. Engine failures as a gameplay mechanic (forcing you to design something that is practical to build several of, if necessary). Life support systems for crewed missions. Pilot vulnerability to G-forces and loss of consciousness (and control). I’m sure I’m missing some things too.

    While they are not included, it is compatible with Principia, an n-body gravity simulation enabling lagrange orbits, as well as kOS, the “Kerbal Operating System” which allows you to write control programs for your crafts. These could be as simple as launch sequencing, to sophisticated PID controllers, custom autopilots, and automated station-keeping procedures for satellites.

    Also the OG Celeste Strawberry Jam Collab. An enourmous community project featuring the work of over 350 contributors. It contains 116 levels spanning over 1500 individual rooms, as well as NINE HOURS of original music. Absolutely incredible.

    • Des [she/her, they/them]@hexbear.net
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      13 days ago

      time to get poetic that game was my drug for like 6 years i love that u posted this catgirl-heart

      RP-1 blew my mind it was the hardest thing I ever played and at that point I was a 4 year vet of KSP. I could never play my own vanilla+++ modpack again without at least scaling the kerbal system up to like 75% of RP-1 sol system

      and then forever after my own pack had to be my own version of the RP-1 experience: part failures, limited engine ignitions, diverse fuel options, life support, build time, etc. i just slapped on a bunch of economy mods too; a few I threw some ideas at that were implemented. i loved a deep research tree going to near future tech level with weird research mission rules, crew rotation, and balancing a budget. building launcher families and testing them over and over and over. rating them by weight. mass producing them. naming them! ugh i hate that back then i was obsessed with the U.S. space program not Soviet

      RP-1 was felt like a cool history lesson and made you a test pilot. my own pack was more like Space Agency Central Planner that was my jam

      so yeah i loved RP-1 but mostly i loved it for what it made me do to my own pack i was chasing that high lol i felt like a fucking engineer administrator

      i wanted to try Principia so bad but couldn’t get it to be compatible with my pack builds and was afraid of too much CPU use. i could do manual flight but did so many launches due to realism that I used mechjeb and just took over sometimes. I tried kOS but was enslaved by the Jeb

      i sometimes check the progress of kitten space agency because it legit seems to solve every problem built into that game’s sourcecode and the unity engine

  • WhatDoYouMeanPodcast [comrade/them]@hexbear.net
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    13 days ago

    Anything that Kaze Emanuar does is the best mod to ever exist. He made Super Mario: Ocarina of Time and is making/made his own whole refactored (like remastered the game engine) mod of SM64.

    But then there’s a simple one that remove Gleba from Factorio that made my friend laugh so I like it.

    Then Minecraft, Terraria, and Slay the Spire have absolute cinema for mods but I haven’t explored

    • Wisp [fae/faer, any]@hexbear.net
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      13 days ago

      I maintain that Kaze is wasting his time (maybe not I think he has a patreon) making mods when he has the skills to just straight up make an original game. Could even pull a meme and make a modern n64 game that runs on console. (He’d need a level designer because his level design is/was pretty ass). Maybe that’s changed though I’m kinda rambling at this point

  • Robert_Kennedy_Jr [xe/xem, xey/xem]@hexbear.net
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    12 days ago

    Requiem overhaul for Skyrim was my jam, makes it more immersive and touches just about everything in the game, from animals only dropping pelts / claws etc to trolls having hyper regeneration unless you use some kind of fire to negate it. Draugr are virtually immune to anything but silver weapons and fire. The damage is all turned up by magnitudes for both the player and npcs, so getting hit by a couple arrows can down you, a two handed axe will potentially one shot you in light armor. Would usually have to run around killing bandits for a while just to survive the starter dungeon.

  • FourteenEyes [he/him]@hexbear.net
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    13 days ago

    Oscuro’s Oblivion Overhaul was the first really big mod I installed way back when and it’s what got me into fucking around with mods in the first place. It will always hold a special place in my heart.

  • imogen_underscore [it/its, she/her]@hexbear.net
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    13 days ago

    original tekkit and aether mod. The real og’s of minecraft modding, they hit a high so good Ive only ever been let down ever since

    was in the same boat and i got into gregtech new horizons lately and it hits the high. probs most fun i’ve ever had in minecraft

    • Snort_Owl [they/them]@hexbear.netOP
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      13 days ago

      yes-honey-left whats it like? And does it have something like equivalent exchange? I’ll never forgive the people who bullied that mod out of existence

      • imogen_underscore [it/its, she/her]@hexbear.net
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        13 days ago

        you know there is a remake, projectE? that’s not in this pack unfortunately, it is a hard mod to balance around. it’s largely based around IC2 and gregtech, there is some vintage magic mods in there like thaumcraft though. it is definitely a hard pack and grindy at times, with a very long (like, 2000ish hours) highly cultivated progression. it’s 1.7.10 and has been developed for like 10 years so it’s kind of like a parallel minecraft experience, like if the game had a completely different design philosophy. i think it’s awesome but it’s definitely not for everyone, progression is challenging. the curve of required infrastructure and knowledge of processing chains is quite intense compared to the average modpack. it’s comparable to factorio moreso than any other minecraft experience (although there is plenty of distraction from factory progression, like the magic mods, the main progress route is centred around the tech stuff). i got back into modded last year and played ATM9, then stoneblock 4, then felt i was ready for this. it’s definitely a bit of a “final boss” of modded and a big commitment, it’s almost like getting into an MMO. but i’m having an absolute blast playing through it with my gf who shares this exact kind of autism. i should make a post soon and share some base pics and stuff, i’m very proud of our progression :3

        • Snort_Owl [they/them]@hexbear.netOP
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          13 days ago

          I like the look of the progression system through those ages. Now can it be learned organically or do i have to look at a wiki? Cos the latter turns me off big time

          • imogen_underscore [it/its, she/her]@hexbear.net
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            13 days ago

            the in-game quest book is phenomenal and you could definitely beat the game just using that and NEI as reference. it’s a wildly good in-game resource for tutorial compared to any other pack. i am a wiki gamer/min-maxer so i’ve been eating the wiki/reddit threads but you could definitely get by without those in theory. the wiki may end up neccessary for the odd roadblock, but it definitely doesn’t need to be leaned on like in some games

    • AstroStelar [he/him]@hexbear.net
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      13 days ago

      Recently I’ve tried out “TerraFirmaGreg”, which is GregTech combined with TerraFirmaCraft, a mod that overhauls terrain generation and early progression to be much more realistic (and convoluted). Ore and stone type generation is geologically realistic and there are continents and climate zones based on latitude. There’s also a bunch of other tech mods and a version of the Ad Astra rocketry mod that actually makes the other planets worth exploring.

      • imogen_underscore [it/its, she/her]@hexbear.net
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        13 days ago

        TFG sounds really cool too! the more punishing survival/early game stuff isn’t my cup of tea personally, but i know a lot of people like it. i have just taken the greg pill big time. spreading the word of greg

  • ClathrateG [none/use name]@hexbear.net
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    13 days ago

    The Sith Lords Restored Content Mod for KOTOR2

    You can actually go the HK 47 factory which there’s loads of hints about in the base game which I spend hours trying to find playing it on console as a kid, and has a bunch of other cut stuff like way more weapon/armour/lightsabre mods