Black Ops Modding is Knee Capped from the Start

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Nov 25, 2008
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#1
I have been making server mods for Call of Duty for over 7 years. This type of mod tries to add as many settings to the game as possible. With Demon mod for COD4, for example, there are over 270 new dvars. With Black Ops modding this wont be possible - we are limited to 32 dvars in total.

To get the game to recognise a dvar, it has to be "whitelisted". If a dvar isn't whitelisted it wont be recognised by the game, and will be ignored. Treyarch have told us 32 dvars in total:

To whitelist dvars or commands for your mod, you will need to make a config CFG and list anything you want whitelisted with setmoddvar in front of each entry and ensure that CFG goes in your mod FastFile.

You can whitelist up to 32 dvars/cmds.

Note: Every time you switch between mods the whitelist will get cleared.

For example:
setmoddvar developer
setmoddvar developer_script
setmoddvar scr_mymod_timelimit


On the server or client, you would then issue an exec command for that CFG.

For example:

exec myWhitelist

Note: Executing whitelisting CFGs must be done from a FastFile, it will not work from disk (ie an IWD or loose file placed in the folder).
http://wiki.treyarch.com/wiki/CoDBO_Building_A_Mod

I know plenty of modders were hoping that once the mod tools were out, we could add some form of weapons and perks limiting - to turn off unwanted stuff. This now wont be possible to any great extent.

All this is admittedly due to my limited understanding of how the system will work, but from the tests I have been conducting, I can't get any more than 32 dvars to be recognised. If I am not understanding it, or doing something wrong, then all well and good, but so far, I don't see that.
 

Neil

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#2
I feel sorry for the modders who bought into "mod tools" being released for BO. I knew as soon as they announced mods that they would be restricted in some form or another.

Tally what can you exactly do with tools? Can a "pro-mod" type of mod be made for competition?
 
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#4
I feel sorry for the modders who bought into "mod tools" being released for BO. I knew as soon as they announced mods that they would be restricted in some form or another.

Tally what can you exactly do with tools? Can a "pro-mod" type of mod be made for competition?
I myself always knew that the tools would be limited in some sense, and that was because of the Steam Cloud streaming that Blops uses. What I didn't expect was for them to cut off a mods vital blood supply: without dvars to control our mods, a server admin has to more or less get what a modder gives them. That defeats the whole point of a server mod, whose main purpose is to give an admin more functionality.

As for what the mod tools are can, they are pretty extensive. More or less identical to the tool set we got for previous COD titles. And yes, a competition mod can be made with them, but without the requisite dvars to control them, they can't have rule sets.

I think the mods that will come out for Blops will be lots and lots of new weapons and models, and lots of Zombie gametypes with limited server settings. I don't think we will see many server mods. I am already thinking of packing it in myself. It just doesn't seem worth the while to learn a new engine like this one, which is VERY different in structure from previous ones, and then to have MW3 foisted upon us in 5 months time, and everyone desert Blops for that, or another game like HOS or BF3.
 
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#5
So by my understanding basically you can create all kinds of features in the mods but you can only allow 32 dvars in the config? A modder could say set the mod to limit the sniper class but the server admin would not have a dvar to set how many sniper classes. It would be up to the modder to set it in the mod?
 

wcSki

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#6
So by my understanding basically you can create all kinds of features in the mods but you can only allow 32 dvars in the config? A modder could say set the mod to limit the sniper class but the server admin would not have a dvar to set how many sniper classes. It would be up to the modder to set it in the mod?
This is what I was thinking and would like to know if this is in fact the case?

If it is, who wants to make me a mod for TCC League? :)

Ski
 
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zeroy

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Oct 20, 2004
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Louth, Ireland
#7
Here are some answers to a few modding Q i got from PCDev, i will try and get more details on the Dvar story. 32 is a joke, especially when it looks like stock dvars used in the mod are counted also....

- What is the deal with the config_mp.cfg inside our Players/Mods/mod_name ?

PCDev: config_mp works the same as before, but now it is per mod. Setting in the config are saved for the mod and do not affect other mods or the unmodded black ops

- Will noclip make a comeback? A must have alongside viewpos for modding (xmodels placement in maps for instance)

PCDev: We will add noclip plus others for modding.

- Can we get whitelisted dvars?

PCDev: The dvars situation is the following:

o There is a way to whitelist dvars for mods; up to the modder. This will be client/server agnostic.
o Some dvars that were removed will be made available again for mods.
o Menus and script can modify existing dvars as usual.

- Are server side only mods possible?

PCDev: Server side only mods are possible.

Other:

PCDev: We will make console_mp.log available for modders.

On this last one, if running mods from client using raw files or IWD, the console_mp.log will be in /main/
 
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zeroy

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#8
I know plenty of modders were hoping that once the mod tools were out, we could add some form of weapons and perks limiting - to turn off unwanted stuff. This now wont be possible to any great extent.
If you look at the custom match option we have already in Blops its looking as if all the weapon limitation may be there already. We will however have to wait for menu rawfiles before making a call on that.
 

zeroy

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#9
More from PCDev on the dvar stuff and ranking:

Q: On the Dvars situation, is it a fact that we will not be able to use more than 32 dvars within our mods (stock + custom dvars)?

PCDev: Dvars can still be created and set from the config_mp and other cfg in fastfiles. It is possible to pack many different cfg in the mod fastfile. It is also possible to make dvars available to the console using the setmoddvar command. There is a limit of 32 to how many dvars can be added this way. We will raise this limit in the next patch.


Q: Will we be able to have ranking on our mods (access to setstats and so on)?

PCDev: Though player stats can be read from a mod, no ranking, nor setting any stats it’s possible from a mod. A mod can use the existing player stats or can modify the loadouts manually from script or menu + script.
 

wcSki

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#10
More from PCDev on the dvar stuff and ranking:

Q: On the Dvars situation, is it a fact that we will not be able to use more than 32 dvars within our mods (stock + custom dvars)?

PCDev: Dvars can still be created and set from the config_mp and other cfg in fastfiles. It is possible to pack many different cfg in the mod fastfile. It is also possible to make dvars available to the console using the setmoddvar command. There is a limit of 32 to how many dvars can be added this way. We will raise this limit in the next patch.


Q: Will we be able to have ranking on our mods (access to setstats and so on)?

PCDev: Though player stats can be read from a mod, no ranking, nor setting any stats it’s possible from a mod. A mod can use the existing player stats or can modify the loadouts manually from script or menu + script.

So correct me if I am reading the dvar thing wrong. The way I read it is that you are currently limited to only allow 32 dvars to be changed in game via CONSOLE if they are white listed, but you can have a lot for dvars set in config files.

So mods can actually have 100's of dvars, they just can not be changed on the fly in game console. Is that correct?

Ski
 

zeroy

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#11
So correct me if I am reading the dvar thing wrong. The way I read it is that you are currently limited to only allow 32 dvars to be changed in game via CONSOLE if they are white listed, but you can have a lot for dvars set in config files.

So mods can actually have 100's of dvars, they just can not be changed on the fly in game console. Is that correct?

Ski
Yes, i understand the same thing. No as bad as it first looked.
 

RGN_DragonFly

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#14
Well no release at all for the moment... Deployment issues, no ETA :eek: :undecided
Does anyone actuall realy still beleve there will ever be a release for the mod tools.... I don't, I think you all are being fed a bunch of lies.
I think pritty soon there will de a tweet (or whatever) announcing something like "sorry guy's and galls, but we just cant get them to work" "hold on for more news at an unknown date somewhere in the future". NVG_side
 

zeroy

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#15
Does anyone actuall realy still beleve there will ever be a release for the mod tools.... I don't, I think you all are being fed a bunch of lies.
I think pritty soon there will de a tweet (or whatever) announcing something like "sorry guy's and galls, but we just cant get them to work" "hold on for more news at an unknown date somewhere in the future". NVG_side
Mods are already there and working. Its just rawfiles and few apps that we are waiting on. That conspiracy theory has been void ever since patch 1.09 2 weeks ago.
 
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